HTC Vive resolution and  focus

I did some test on 2.2 with my Gtx 1080 setup.
They changed only font size and added background in menu and stations.
Nothing really changed in spaceship huds or scale , AA issue the same like in 2.1
Meybe is only me but noticed a bit FPS gain like + 5~ 10 fps in some situations.
Also fps indicator ( ctr +f ) changing colur when fps is lost.


Hi there,

Thank you for the detailed info. Really helpful and insightful, so genuine thanks commander :)



I have to admit that I'm really miffed with FD for not pulling their act together. It now makes it 4 months since acknowledgement of the issue, another major patch which Vive users have to "play" in rubbish scale and with abysmal AA. Sadly no money for FD (at least from me that is ;) ) when the next season comes or for any items in their cash shop from me. I was planning to buy the Beta and few skins if the issue was fixed as I would be happy to test it and give feedback as well as pay some extra for them getting it sorted, but at this point I'm loosing all faith in proper Vive support as 4 months, nominal info and another major patch without fix makes me think that FD just doesn't care for this issue and is somewhere right on the back of their long (as often stated - very long list) list of features and bugs.... Oh well... if I've known that Vive support will be so rubbish I would have never bough Horizons. But admittedly FD is just giving Gaming community another lesson... In future I know to buy from them only once the season is almost complete and only if I'm sure that all features promised actually work. I've bought ED for VR... The game is otherwise not worth playing with or without Horizons (no offence meant, as it is only my personal opinion, but ED is rather dull in 2d and there are still many features missing to making truly fun game in terms of actual gaming content)... But VR experience should have been really good fun and instead we have half broken VR game that needs 2x supersampling to look decent and GTX 1080 to be classed as enjoyable ( I have 980ti and I do not class the visual in their current state as good or enjoyable, just barely manageable and until there is 1080ti I don't plan to splash on minor upgrade) ...

Uff... Got my rant of my chest, apologies to all the white nights in the forum who would love to hear only compliments towards FD, but right now I'm really disgruntled with a developer that doesn't deliver what they promise and their name is Frontier.
 
Last edited:
Go and make your voice heard on steam and write a review. I think that and restrict your usage of the Frontier store is a good option to make your voice heard. I have not experienced the scale issue in my Vive nor any of my friends who own a Vive of their own or tried my Vive. The AA problem is there but is very limited if you have a 1080.
 
Go and make your voice heard on steam and write a review. I think that and restrict your usage of the Frontier store is a good option to make your voice heard. I have not experienced the scale issue in my Vive nor any of my friends who own a Vive of their own or tried my Vive. The AA problem is there but is very limited if you have a 1080.


I'm making my voice hopefully at least read by posting on this forum ;) At least I hope. Plus my wallet decision. The main problem with scale I and many other (in this thread alone and in support tickets in the past) have is that our "virtual bodies" look like we were 12 year olds and everything in the game looks oddly small. Like I wouldn't be able to walk through a door without crouching ect... I don't experience the same size issues in other games or when I run test levels I make in Unreal or Unity, so there is something odd happening. I'm also aware that some people don't seem to notice the issue or it simply isn't there in their case due to IPD differences. I've tried changing IPD on the headseat, but it is no help as my factual IPD is 65 (tested by optician for my glass prescription), so setting anything else is futile and waste of time. The AA problem is fixable very well without using SS 2x if Frontier do their job and provide proper AA and make sure that their rendering pipeline is setup correctly for Vive.

Posting a review is one thing, but this thread has been made by Frontier and that is why I will keep posting here until somebody in FD comes up with a solution or tells us that they don't give a damn about Vive and are going to leave it as is with shoddy pipeline/mipmaps/AA issues/Scaling issues for different IPD ect.... Using Brute force (GTX 1080 or higher) is the least elegant way to solve this issue and it doesn't solve all of them, but just few, so hence my posts here.

On a side note - my partner has 20/20 vision and has Vive of his own and he simply stopped playing ED due to low quality support and the scaling issue. He is a 3d game artist and simply couldn't stomach all the issues (poor quality) of the Vive support, just as a side note.

Plus I have to be honest that I would not be posting here if I didn't want the game to live up to it's potential. I love the potential of this game and I do like some of the improvements in the recent patches of Horizons. I'm simply very frustrated with the Vive support and the absolute abominable lack of communication. This has slowly lead to none of my friends playing ED in VR any more..... Once I've tried playing ED in VR after 4 months break from the Game I finally saw how cool the potential was, but sadly it is being shredded for Vive users by lack of info, fixes and updates by FD.

I remember when DB said how Vive was the superior experience in FD... I've pre-ordered Vive the same day. Then I got shafted by FD and DB as they never bothered to truly optimize the game. Hence my resolute frustration with FD and their way of handling this issue.
 
Last edited:
I can agree that the guy sitting in the seat is quite small. But this is also a Rift issue, i.e. a VR issue in general. But in this thread it is mentioned as a Vive issue. I thought that the scaling issue you mentioned was, as someone said, that the ship looks 10 feets long. That I do not experience.

The lack of communication is probably the most annoying thing. At least FD could make a patch that make the Vive justice out of the box. I.e. some kind of integrated SteamVR config tool so that people who try out Elite on the Vive do so with settings that will do the hardware justice. Because now Elite look like minecraft if you start it without modifying SteamVR config.
 
The problem I find is that now I've got a Vive and tasted what ED in VR "could" be like, I can't go back to my monitor to play nor use the Vive :(
My time in game has dropped drastically since I got one, I wouldn't of put money on that in the beginning !

We have a rough timescale on dropping 32 bit support (6 months) so we know FD do timescales, throw the VIVE le Resistance some love and give us one dagnamit !

WHAT DO WE WANT ? Correct rendering/scaling on the Vive, bodies that don't resemble that of prepubescent teens and a timescale please !

WHEN DO WE WANT IT ? As "soon" as possible (at least tell us its actively getting worked on as opposed to "its on the list") :(
 
Personally I don't think that they don't care about Vive support but is not that simple as we thinking, to do that correctly they need to drop 32 bit and switch to Vulcan API +DX12 and reproject new AA generation system for VR , 4K and beyond.
This is what Mr Braben mentioned in another forum thread. With Vulcan API this game will gain lots of FPS and they can polished visual aspects for VR users step by step. Other AA games I played in VR ( like DCS Word , Asseto Corsa , Project CARS) have similar problems . Reprojecting older games ( from years 2014~2015) to the new NVIDIA cards and DX12 takes some times and efforts. Right now I'm dissapointed that we don't get more options in VR settings for text like HUD depth, fonts size , font background , panels size etc , this should be done now.
 
Last edited:
I can agree that the guy sitting in the seat is quite small. But this is also a Rift issue, i.e. a VR issue in general.
...

No. Body looks the right size in a Rift CV1 (I've got both, although my Vive is away for repair, so I have yet to see 2.2 in it).
 
Personally I don't think that they don't care about Vive support but is not that simple as we thinking, to do that correctly they need to drop 32 bit and switch to Vulcan API +DX12 and reproject new AA generation system for VR , 4K and beyond.....
I agree they need to fix their AA system with Vive (which seems to be the actual problem), but that has absolutely zero dependency on dropping 32 bit and/or switching to Vulcan/DX12 first.
 
Last edited:
There wasn't.... Basically they updated to the 1.4 Library for OpenVR and put in a bunch more graphics presets besides VR Low and VR High. There is one that includes a super sampling of 1.25... like none of us here already didn't know how to do that. Sigh.

Nope it wasn't OpenVR (steam/vive) that got updated, it was libOVR (Oculus SDK). This does completely nothing for Vive.
 
No. Body looks the right size in a Rift CV1 (I've got both, although my Vive is away for repair, so I have yet to see 2.2 in it).

People keep trying to tell me that the scale issue is in the Rift as well or that it doesn't exist and the scale is correct in the Vive. I have both too and the scale is off in the Vive and perfect in the Rift. I'm concerned that people don't realise the scale is off because they don't have anything to compare it to so FDev won't bother fixing it.
 
Don't have a Rift, but the scale is definitely off in Vive. Also in 2.2. I haven't played 2.2 enough to get any clear impression of VR performance yet.
 
I have both and i can absolutely confirm that the scale is off in the Vive. It's hard to put your finger on exactly, but it's the overall sense of scale that's not quite right. Things look truly huge and expansive in the Rift whereas in the Vive they look big, sure, but not so big that they almost scare you with their sheer scale. Flying very closely in and around the Coriolis stations is very different between the two headsets.
 
Last edited:
I have both and i can absolutely confirm that the scale is off in the Vive. It's hard to put your finger on exactly, but it's the overall sense of scale that's not quite right. Things look truly huge and expansive in the Rift whereas in the Vive they look big, sure, but not so big that they almost scare you with their sheer scale. Flying very closely in and around the Coriolis stations is very different between the two headsets.


I don't have Rift to test (sadly) :(

The problem of the scale in Vive isn't affecting only the body in the seat... I fly Anaconda and supposedly I should have some 100 m (plus minus 10s of m) of Anaconda in front of me. Instead It feels like I have 10 meters in front of me (and that is at max). I drove number of different cars (like many here ;) ) in my life and you get a sense of scale from visuals and there is a substantial difference in the bonnet in front based on different cars. Take Peugot 106 and then Mercedes E class. The bonnet in front of the Merc is clearly larger and from visuals you get a sense of the size and drive it accordingly. The problem in ED is that this scale is off for me in Vive. I supposed to be piloting a ship with 100m in front of me and instead it feels like I have around 10-15 meters of mass in front of me and that kills the immersion. The problem with scale is also noticeable when I drive my buggy around my Annie. It clearly isn't 100s of meters long, but more like 50 meters. The scale on Vive is definitely wrong and some notice it more then others, but for me it is incredibly immersion breaking as my spacial awareness is constantly screaming that the sizes are off...
 
Last edited:
I personally think the scale is a bit off in both. It's just more obvious with the vive.

Honestly suspect this has more to do with art assets than just rendering.
 
Last edited:
Reply to Kapow

I feel almost exactly the same. I bought Horizons in preparation of the Vive coming out with the thought of how great it will be to land on planets with a Vive. I'm just really glad I didn't buy the lifetime pass. My reasoning was I would buy each season separate so Frontier can get the most money for their and that would help with VR development. I was at the time on a DK2 and very impressed with the support Frontier had given VR. I honestly could not believe how forward thinking they were. Their support motivated me to go further down the rabbit whole of immersion and I built my own cockpit. I have throttle mounted on the left and stick on the right just like the cockpit in the game. I use paddles for the yaw and I even got a transducer so I could feel the ship as it was stressed by space.

Now six months later my opinion is the complete opposite and that is sad. Elite is still one of the best experiences I've had in VR thanks impart to the cockpit I built but as it is right now NO! The only thing I can do now is not spend another penny on Elite and try to find another sim to use my cockpit with. I would by a Rift to solve this issue if there was only a way to use their SDK without installing oculus home. Here's to hoping a better sim comes along.
 
Last edited:
I remember when DB said how Vive was the superior experience in FD... I've pre-ordered Vive the same day. Then I got shafted by FD and DB as they never bothered to truly optimize the game. Hence my resolute frustration with FD and their way of handling this issue.

I remember that also and I also remember how they had dropped official support for oculus while they struggled to get direct to rift support working. When the rift per-orders started they still did not have official support for the rift. At around the same time there were articles on the net of Frontier showing Elite on a Vivie at a trade show. All the reporters spoke to how great it was on the Vive and it had official support.

Then Frontier with help from oculus got Elite to support direct to rift mode. Its odd how as soon as direct to rift mode was figured for the rift all of a sudden the Vive no longer looks good as reported from the trade show. I'm not saying that is the reason it's just odd. When I was web developer one of the things you had to do was have some code on your page that would figure out what browser the client was using and then send them the version of the page that was optimized for their browser. I assumed Frontier would do something similar but I guess not. It might not be possible but it does seem like other developers are doing it.
 
I remember that also and I also remember how they had dropped official support for oculus while they struggled to get direct to rift support working. When the rift per-orders started they still did not have official support for the rift. At around the same time there were articles on the net of Frontier showing Elite on a Vivie at a trade show. All the reporters spoke to how great it was on the Vive and it had official support.

Then Frontier with help from oculus got Elite to support direct to rift mode. Its odd how as soon as direct to rift mode was figured for the rift all of a sudden the Vive no longer looks good as reported from the trade show. I'm not saying that is the reason it's just odd. When I was web developer one of the things you had to do was have some code on your page that would figure out what browser the client was using and then send them the version of the page that was optimized for their browser. I assumed Frontier would do something similar but I guess not. It might not be possible but it does seem like other developers are doing it.


Yeah I remember this being the case as well, it was working as intended until they updated something with Oculus, then it went crap. I can't remember anything specific though unfortunately.
 
I remember that also and I also remember how they had dropped official support for oculus while they struggled to get direct to rift support working. When the rift per-orders started they still did not have official support for the rift. At around the same time there were articles on the net of Frontier showing Elite on a Vivie at a trade show. All the reporters spoke to how great it was on the Vive and it had official support.

Then Frontier with help from oculus got Elite to support direct to rift mode. Its odd how as soon as direct to rift mode was figured for the rift all of a sudden the Vive no longer looks good as reported from the trade show. I'm not saying that is the reason it's just odd. When I was web developer one of the things you had to do was have some code on your page that would figure out what browser the client was using and then send them the version of the page that was optimized for their browser. I assumed Frontier would do something similar but I guess not. It might not be possible but it does seem like other developers are doing it.

Yep this has always struck me as odd, and this dose not help when you read stuff like this either,,,,

http://uploadvr.com/serious-sam-oculus-offered-    ton-money-rift-exclusivity/

http://www.kitguru.net/professional...culus-exclusive-buy-out-vr-community-rallies/

http://rebrn.com/re/superhot-has-accepted-oculuss-bribe-it-is-agreeing-to-align-itse-2618028/
 
Back
Top Bottom