I think I'm finished trying to play Elite in VR.

Don't get me wrong, the feeling of actually piloting my ship is unparalleled, but damn, once the novelty wears off you start to only notice the things that are wrong. The performance is just way too unpredictable for this to feel useful or fun. The latest CG in Slink's Eye has really exacerbated all the issues I had with FD's implementation of the Vive. Text legibility is one thing, but as soon as reprojection kicks in (everywhere), it's all over for me. Focusing my attention on a ship as I try and move around giant blurry rocks is very difficult when that movement makes everything appear in twos. The ghosting is just too much for me.

I've also tried everything to find a balance between performance and legibility, and no matter how good the performance may seem at first, Elite will eventually crap out and stutter. At some point I just have to admit defeat and realize that The Cobra Engine is just not optimized for VR. Reprojection and ATW are supposed to be Plan B. A good majority of this game takes place within stations, in planetary rings, and on the surface of planets. None of these locations are playable without the game dipping to 45fps, even if you have a top of the line rig. Even with all the effects off or on low, maintaining a steady 90fps is impossible unless I reduce SS to the point where everything becomes completely illegible again.

This is the best way I can illustrate what an RES is like with reprojection. I haven't experienced Elite in the Rift, but I assume ATW/ASW is better implemented than this. Reprojection is just unbearable.

So yeah. Hopefully Frontier improves this. I dunno. 2.2 has only made it worse, so I've kinda lost hope in that regard.

Love Elite, love FD, love my Vive... but this is just a big ol' bummer. Sorry for the rant, hopefully you guys/gals are getting better performance. Thankfully I have a TrackIR still laying around. :)


Well OP, far from me to say you're doing it wrong but... you're doing it wrong [smile]

I have a very similar set-up to you 980ti/I74970 8GB and have a great time with ED in my VIVE, at 1.5 SS using the chaperone switcher program http://bluefruitgaming.co.uk/bilago/Vive/ChaparoneSwitcher/ChaperoneSwitcher.zipand 0.75 SS in game with full hmd quailty no blur/bloom low/med setting and med shadows adjust to your preference

with Z4.Mafia's guide https://forums.frontier.co.uk/showth...RYSTAL-CLEAR-D to setting the Vive up right I gotta say it looks/plays great atm even with the "bugs" in 2.1 , 2.2 FPS still needs work for VIVE at least

Also fix that UI
https://forums.frontier.co.uk/showt...nfigs-please-add-yours!)?p=4011540&viewfull=1 I went with Forest Green / Deep Sky Blue Contributed by horizone (3302-06-07)

Friendlies: Lime
Hostiles: Fire Brick

Notes: Turquoise tint on NPC pictures
-->
<MatrixRed> 0.2, 0, 0 </MatrixRed>
<MatrixGreen> -2, 1, 0 </MatrixGreen>
<MatrixBlue> 0, 0, 1 </MatrixBlue>

PS.. Do this to increase your FOV and drastically reduce edge blur.


https://www.reddit.com/r/Vive/comments/4gezog/8_sleep_mask_mod_worked_better_than_expected_and/


I would estimate its added 10-20 degrees to mine, IMO its feels a lot like the DK1's FOV now and feels less weighty at the front too.

Also for the that integrated headphone feel.. Thread the head phones through the top of the headset like thishttps://www.reddit.com/r/Vive/commen..._wire_routing/ pretty much as good as integrated you forget about them tbh i put mine through the triangle near the front and through the side straps and they dangle just right.

Hope this helps..
 
Last edited:
Well OP, far from me to say you're doing it wrong but... you're doing it wrong [smile]

I have a very similar set-up to you 980ti/I74970 8GB and have a great time with ED in my VIVE, at 1.5 SS using the chaperone switcher program http://bluefruitgaming.co.uk/bilago/Vive/ChaparoneSwitcher/ChaperoneSwitcher.zipand 0.75 SS in game with full hmd quailty no blur/bloom low/med setting and med shadows adjust to your preference

with Z4.Mafia's guide https://forums.frontier.co.uk/showth...RYSTAL-CLEAR-D to setting the Vive up right I gotta say it looks/plays great atm even with the "bugs" in 2.1 , 2.2 FPS still needs work for VIVE at least

Also fix that UI
https://forums.frontier.co.uk/showt...nfigs-please-add-yours!)?p=4011540&viewfull=1 I went with Forest Green / Deep Sky Blue Contributed by horizone (3302-06-07)

Friendlies: Lime
Hostiles: Fire Brick

Notes: Turquoise tint on NPC pictures
-->
<MatrixRed> 0.2, 0, 0 </MatrixRed>
<MatrixGreen> -2, 1, 0 </MatrixGreen>
<MatrixBlue> 0, 0, 1 </MatrixBlue>

PS.. Do this to increase your FOV and drastically reduce edge blur.


https://www.reddit.com/r/Vive/comments/4gezog/8_sleep_mask_mod_worked_better_than_expected_and/


I would estimate its added 10-20 degrees to mine, IMO its feels a lot like the DK1's FOV now and feels less weighty at the front too.

Also for the that integrated headphone feel.. Thread the head phones through the top of the headset like thishttps://www.reddit.com/r/Vive/commen..._wire_routing/ pretty much as good as integrated you forget about them tbh i put mine through the triangle near the front and through the side straps and they dangle just right.

Hope this helps..

I appreciate the help, but a few things first. The image I grabbed and edited wasn't of my own, but one I found on google. I'm currently already using a turquoise HUD (with the portraits appearing correctly) since there are more green subpixels than red ones in the Vive (compare sde between purple/red and green). The FOV isn't much of an issue for me either, although I would kill for a third party strap replacement. Also, as far as sound goes, I have a pair of Sennheiser HD 598s hooked up to an external Amp while playing Elite for simulated 5.1. I do the threading bit when I am playing roomscale however, for sure.

But none of these are really what I have issue with anyway. I think this is just a matter of preference, as someone stated earlier. I'm sure we get roughly the same performance, but reprojection just might bother me more.
 
I appreciate the help, but a few things first. The image I grabbed and edited wasn't of my own, but one I found on google. I'm currently already using a turquoise HUD (with the portraits appearing correctly) since there are more green subpixels than red ones in the Vive (compare sde between purple/red and green). The FOV isn't much of an issue for me either, although I would kill for a third party strap replacement. Also, as far as sound goes, I have a pair of Sennheiser HD 598s hooked up to an external Amp while playing Elite for simulated 5.1. I do the threading bit when I am playing roomscale however, for sure.

But none of these are really what I have issue with anyway. I think this is just a matter of preference, as someone stated earlier. I'm sure we get roughly the same performance, but reprojection just might bother me more.

Ah okay, from the tone of the post thought you were just using the Vive out of the box as it were I agree on the re-projection thing to a point the ideal is to only have it switch on in stations/res sites/and planet surfaces and even then @60fps plus, Maybe i got used to it but I'm sure I almost never see any ghosting (unless I have the setting wrong) maybe a slight blur.
Also not seen a green hud with normal pictures mind sharing it?

as for the FOV trying taking the original foam off and have a look it really does make a difference.

PS its VERY important to use the chaperone switcher to boost the super sampling as FD's one is a real performance hog.
 
Last edited:
i'm dismayed to read this. i'm chugging along with the cv1 and a 980ti and have no issues, totally happy. ofc i would want more resolution but have never been an image quality freak, always preferred smoothness over pixel perfection. now i wouldn't play elite in anything but the rift (unless it breaks at some point, fingers crossed because i guess it won't be easy to replace).

sad to hear that, guys. just in case, and specially those with older hw ... have you tried *lowering* the settings?
 
i'm dismayed to read this. i'm chugging along with the cv1 and a 980ti and have no issues, totally happy. ofc i would want more resolution but have never been an image quality freak, always preferred smoothness over pixel perfection. now i wouldn't play elite in anything but the rift (unless it breaks at some point, fingers crossed because i guess it won't be easy to replace).

sad to hear that, guys. just in case, and specially those with older hw ... have you tried *lowering* the settings?

Well I have no problems either with a 980ti and a Vive and there's lots of other vive users out happy too it seems plenty of youtubers playing elite using Vives, Bumble even prefers a Vive over the Rift due to the extra FOV/contrast and brightness (he has both) :O.

It must be a tolerance for re-projection/ATS/AWS as most HMD users will be having switch on in games like elite..
 
Last edited:
Ah okay, from the tone of the post thought you were just using the Vive out of the box as it were I agree on the re-projection thing to a point the ideal is to only have it switch on in stations/res sites/and planet surfaces and even then @60fps plus, Maybe i got used to it but I'm sure I almost never see any ghosting (unless I have the setting wrong) maybe a slight blur.
Also not seen a green hud with normal pictures mind sharing it?

as for the FOV trying taking the original foam off and have a look it really does make a difference.

PS its VERY important to use the chaperone switcher to boost the super sampling as FD's one is a real performance hog.

Interesting. I was under the impression that chaperone switcher SS was basically the same as modifying steamvr.settings

Of course, I never bring Elite's super sampling up beyond 1.0. Also, I just stuck with whatever HUD settings were in EDFX, which it seems Frontier supports.
 
Interesting. I was under the impression that chaperone switcher SS was basically the same as modifying steamvr.settings

Of course, I never bring Elite's super sampling up beyond 1.0. Also, I just stuck with whatever HUD settings were in EDFX, which it seems Frontier supports.

Well if that's the case I think you will be pleasantly surprised with the results of 1.5 in chaperone switch and 0.65/75 in game.

- - - - - Additional Content Posted / Auto Merge - - - - -

*eases the mousepointer off the HTC Vive order button...again*

It really is just ED the Vive suffers with without messing with the settings, DCS world/Iracing and other cockpit games look great IMO.
let alone all the great roomscale stuff like onward https://youtu.be/7ZEY_LwzS4M?t=198 is a glimpse of the future for sure.
 
Last edited:
I've not used the chaperone program yet, think I will download it tomorrow, & try it.
I pretty sure there is a link to it, on the forum somewhere.
 
Well if that's the case I think you will be pleasantly surprised with the results of 1.5 in chaperone switch and 0.65/75 in game.

- - - - - Additional Content Posted / Auto Merge - - - - -



It really is just ED the Vive suffers without messing with the settings, DCS world/Iracing and other cockpit games look great IMO.
let alone all the great roomscale stuff like onward https://youtu.be/7ZEY_LwzS4M?t=198 is a glimpse of the future for sure

Onward looks awesome. Pretty much the only reason I ordered touch to be fair.
 
I'm using a Rift, granted there is a slight hazy look to some things in the right light but for the most part it runs perfectly smooth. I'm having one small issue with it. Right after I request docking, the big glowing launch pad number is very blurry until about 4.5 to 3.5 km away. At busy docks I've at times approached the wrong landing pad at first.

I was playing on Ultra settings and tried turning it down to see if that helped but no luck. I know squat when it comes to PC's and configuring them. I was a console gamer forever until a little over a month ago. Bought ED on the Xbox One and loved it. So I ran out and bought the best package BestBuy had. I have an Alienware PC. Specs are [ i7-5820K processor, 16GB memory, 2TB HDD + 128GB SSD, NVIDIA GeForce GTX 980 graphics with 4GB GDDR5 ]

I was told I shouldn't have a problem running anything. And by no means does this ruin anything for me, I can deal with blurry landing pad numbers. BUT if anyone can tell me how to fix this, it would be greatly appreciated.
 
I'm using a Rift, granted there is a slight hazy look to some things in the right light but for the most part it runs perfectly smooth. I'm having one small issue with it. Right after I request docking, the big glowing launch pad number is very blurry until about 4.5 to 3.5 km away. At busy docks I've at times approached the wrong landing pad at first.

I was playing on Ultra settings and tried turning it down to see if that helped but no luck. I know squat when it comes to PC's and configuring them. I was a console gamer forever until a little over a month ago. Bought ED on the Xbox One and loved it. So I ran out and bought the best package BestBuy had. I have an Alienware PC. Specs are [ i7-5820K processor, 16GB memory, 2TB HDD + 128GB SSD, NVIDIA GeForce GTX 980 graphics with 4GB GDDR5 ]

I was told I shouldn't have a problem running anything. And by no means does this ruin anything for me, I can deal with blurry landing pad numbers. BUT if anyone can tell me how to fix this, it would be greatly appreciated.

you might try turning anti-aliasing off if it's on.
 
I have a Rift CV1 and have not had any issues other then the normal VR issues (God Rays, Screen Door effect). Performance with the Rift has been great for me. I have a 980ti with a older 2600k I7. The best settings I've found are using the debug tool set at 1.5 and ingame SS set at .85. BLOOM, DOF, and Blur all turned off. Everything else on ultra. I haven't tried the new registry settings for the new asw yet.
 
Last edited:
I'm using a Rift, granted there is a slight hazy look to some things in the right light but for the most part it runs perfectly smooth. I'm having one small issue with it. Right after I request docking, the big glowing launch pad number is very blurry until about 4.5 to 3.5 km away. At busy docks I've at times approached the wrong landing pad at first.

I was playing on Ultra settings and tried turning it down to see if that helped but no luck. I know squat when it comes to PC's and configuring them. I was a console gamer forever until a little over a month ago. Bought ED on the Xbox One and loved it. So I ran out and bought the best package BestBuy had. I have an Alienware PC. Specs are [ i7-5820K processor, 16GB memory, 2TB HDD + 128GB SSD, NVIDIA GeForce GTX 980 graphics with 4GB GDDR5 ]

I was told I shouldn't have a problem running anything. And by no means does this ruin anything for me, I can deal with blurry landing pad numbers. BUT if anyone can tell me how to fix this, it would be greatly appreciated.

I watch for the pad that lights up when they give permission to land.

Or use the little direction indicator (bright blue dot in the circle on the left) - it shows where your pad is too.

Agree, the Rift's low resolution does make some distant objects like landing pad numbers hard to make out.
 
well gents i have played this on a rift....
but i bought a gear gvr a few months ago for my s7.......

after extensive research and trying different settings.....i have modded the built in jack out of the vr itself...and can now fit in my own usb cable for reverse tethering the data to my phone using trinus gyre.

disable roll on the mouse headtracking.....set pc display tp 1600x1200 and the same in actual game your playing...for some reason this projected a superior image to my phone....all txt in games readable.

i get 60 fps at the mo with wired tethering and i have to say its butter smooth for me....90 degree fov....so its a bit like wearing a big snorkel mask and looking out into the world.

i have a 60 meg net connection.....im just starting to love it...cant play any of my games without it now.

elite
star citizen
euro truck and american truck
stanley parable
the forest
dcs
layers of fear
paranormal
alien iso (has to be the best)
outcast and whistleblower
osiris new dawn
rogue system
NMS (yeah i iknow right!...was bored)
gta v
arma apex
deus ex
pcars
assetto corsa
soma
fallout 4
skyrim
ship simulator
farming simulator
train sim 2016


so im using trinus gyre with fake 3d enabled...fake roll of....mouse roll off,Vireio perception for 3d......the key is reverse usb tethering....wireless will never pull it in enough for good smooth performance.


now i know 90 fps is the norm for the bigger beasts....but at 60 its not jitterey or laggy for myself.


flew down a steep canyon in ED earlier tonight......blew my mind.


gear VR =a posh actually good version of cardboard if you will..the image is probably clearer than on my mates rift....he cant believe what i have knocked up.
 
Come on guys... what's the end goal of arguing over this?

Jypson, do you use MSI Afterburner? Would you mind screen capping your performance graph? I'm interested to see what sort of bottlenecks I might be experiencing.

Ok, I'm home and did some testing and screenshots. Disclaimer: I am not an engineer, developer, journalist, or critic; and not a stakeholder in FDEV, Oculus, Nvidia, or anyone else. I'm just a dude who likes video games and flying spaceships. Here we go...

The Facts


3 Categories tested all with the following settings:
CV1 App Version 1.9.0 / SDK 1.8.0 / Nvidia 373.06 Drivers / Win 10 Pro Anniversary Edition / Elite: Dangerous 2.2 Beta6

ASUS Maximus VI
i7 4790K
MSI GTX1080 Sea Hawk X
4x ADATA 4GB DDR3 1600MHZ
Samsung 850 EVO 500GB

Ultra Setting: with Bloom and Blur turned off 'cause I dislike both. (Not VR Ultra, but regular Ultra)

Texture QualityHigh
BloomOff
BlurOff
AASMAA
Ambient OcclusionHigh
FX QualityHigh
Depth of FieldHigh
Reflections QualityHigh
Material QualityUltra
HMD Image Qualityx1.0
Galaxy Map QualityHigh
Terrain QualityUltra
Shadow QualityUltra
Terrain Work50%
Terrain Mat QualityHigh
Terrain Samp QualityUltra
Jet Cone QualityHigh

Asynchronous Space Warp (ASW) Enabled via REGEDIT, set to AUTO (which kicks in at 45fps)

I did the testing on the new Fighter Tutorial and Docking / Travel Tutorial for all 3. Did not test SRV travel as I just finished an 84 hour work-week, and I'm exhausted and going to bed ASAP.

Screenshots:

Test 1 / Debug SS 2.0 Album

http://imgur.com/a/DHp11

Test 2 / Ingame SS 2.0 Album

http://imgur.com/a/GZMvv

Test 3 / Ingame 1.5 Album

http://imgur.com/a/xB3K3

The Opinions


Thoughts:

Test 1 / Debug SS 2.0: Felt fine for the most part. As you can see, it's in ASW mode the entire time, and it occasionally dropped below 45fps during high intensity action, I tried to take shots during the heaviest loads. There are occasional hitches, but not the constant jutter we saw before ASW. When you move your head around, there is essentially no jutter what so ever.

Pros: It looks gorgeous (for VR) and everything is easily legible.
Cons: Occasional hitching when FPS dipped below 45fps (fighting / transiting within station)

Recommended? Not unless you're only interested in flying around in space.

Test 2 / Ingame SS 2.0: Pretty much identical as above. I was expecting to take a little bit more of a hit on performance using the Ingame Super Sampling vice Debug, but it felt pretty much identical. See above.

Pros: It looks gorgeous (for VR) and everything is easily legible.
Cons: Occasional hitching when FPS dipped below 45fps (fighting / transiting within station)

Recommended? Not unless you're only interested in flying around in space.

Test 3 / Ingame 1.5: It's a mix of ASW and standard. For me when ASW kicked in, it was mostly flawless. Apparently some people are more sensitive than others, but I noticed nothing and wouldn't have known unless I was watching the FPS counter and saw the switch take place.

Pros: It looks pretty great (for VR) and everything is still easily legible, negligible hitching/jutter
Cons: Some people are sensitive to ASW or simply prefer standard 90fps

Recommended? Sure! Personally I'm going to tweak things a little bit since I'm needlessly kneecapping myself on some of these settings just to stress ASW. Looking forward to seeing Dr. Kaii's optimal settings when 2.2 is official.

Wrapup:

ASW is a win in my book, but I'm just one CMDR out of many, so you'll have to come to your own conclusions based on your own experience and preferences. I'm excited about ASW, and I think it's going to enable a lot more users to get into the VR game and help those with a healthy gaming budget to get the best graphical fidelity out of VR. ASW has brought be back into Elite: Dangerous VR! [up] Thanks for reading, and good luck with the rest of the Beta.
 
Ok, I'm home and did some testing and screenshots. Disclaimer: I am not an engineer, developer, journalist, or critic; and not a stakeholder in FDEV, Oculus, Nvidia, or anyone else. I'm just a dude who likes video games and flying spaceships. Here we go...

The Facts


3 Categories tested all with the following settings:
CV1 App Version 1.9.0 / SDK 1.8.0 / Nvidia 373.06 Drivers / Win 10 Pro Anniversary Edition / Elite: Dangerous 2.2 Beta6

ASUS Maximus VI
i7 4790K
MSI GTX1080 Sea Hawk X
4x ADATA 4GB DDR3 1600MHZ
Samsung 850 EVO 500GB

Ultra Setting: with Bloom and Blur turned off 'cause I dislike both. (Not VR Ultra, but regular Ultra)

Texture QualityHigh
BloomOff
BlurOff
AASMAA
Ambient OcclusionHigh
FX QualityHigh
Depth of FieldHigh
Reflections QualityHigh
Material QualityUltra
HMD Image Qualityx1.0
Galaxy Map QualityHigh
Terrain QualityUltra
Shadow QualityUltra
Terrain Work50%
Terrain Mat QualityHigh
Terrain Samp QualityUltra
Jet Cone QualityHigh

Asynchronous Space Warp (ASW) Enabled via REGEDIT, set to AUTO (which kicks in at 45fps)

I did the testing on the new Fighter Tutorial and Docking / Travel Tutorial for all 3. Did not test SRV travel as I just finished an 84 hour work-week, and I'm exhausted and going to bed ASAP.

Screenshots:

Test 1 / Debug SS 2.0 Album

http://imgur.com/a/DHp11

Test 2 / Ingame SS 2.0 Album

http://imgur.com/a/GZMvv

Test 3 / Ingame 1.5 Album

http://imgur.com/a/xB3K3

The Opinions


Thoughts:

Test 1 / Debug SS 2.0: Felt fine for the most part. As you can see, it's in ASW mode the entire time, and it occasionally dropped below 45fps during high intensity action, I tried to take shots during the heaviest loads. There are occasional hitches, but not the constant jutter we saw before ASW. When you move your head around, there is essentially no jutter what so ever.

Pros: It looks gorgeous (for VR) and everything is easily legible.
Cons: Occasional hitching when FPS dipped below 45fps (fighting / transiting within station)

Recommended? Not unless you're only interested in flying around in space.

Test 2 / Ingame SS 2.0: Pretty much identical as above. I was expecting to take a little bit more of a hit on performance using the Ingame Super Sampling vice Debug, but it felt pretty much identical. See above.

Pros: It looks gorgeous (for VR) and everything is easily legible.
Cons: Occasional hitching when FPS dipped below 45fps (fighting / transiting within station)

Recommended? Not unless you're only interested in flying around in space.

Test 3 / Ingame 1.5: It's a mix of ASW and standard. For me when ASW kicked in, it was mostly flawless. Apparently some people are more sensitive than others, but I noticed nothing and wouldn't have known unless I was watching the FPS counter and saw the switch take place.

Pros: It looks pretty great (for VR) and everything is still easily legible, negligible hitching/jutter
Cons: Some people are sensitive to ASW or simply prefer standard 90fps

Recommended? Sure! Personally I'm going to tweak things a little bit since I'm needlessly kneecapping myself on some of these settings just to stress ASW. Looking forward to seeing Dr. Kaii's optimal settings when 2.2 is official.

Wrapup:

ASW is a win in my book, but I'm just one CMDR out of many, so you'll have to come to your own conclusions based on your own experience and preferences. I'm excited about ASW, and I think it's going to enable a lot more users to get into the VR game and help those with a healthy gaming budget to get the best graphical fidelity out of VR. ASW has brought be back into Elite: Dangerous VR! [up] Thanks for reading, and good luck with the rest of the Beta.

Wow, this deserves its own thread. Good work.
 
I watch for the pad that lights up when they give permission to land.

Or use the little direction indicator (bright blue dot in the circle on the left) - it shows where your pad is too.

Agree, the Rift's low resolution does make some distant objects like landing pad numbers hard to make out.

This is how I do to it 90% of the time. Its when there are multiple pads lit up that I have a problem. I just head on in and if I have to make some drastic changes to my approach I do.

I'm going to try to turn the anti-aliasing off as CMDR Muy Bien Gato said. I'll be on later tonight and if it works I'll come back and let you know.
 
Back
Top Bottom