Is there an update on Oculus Support?

I would like to find some information whether Oculus Rift (i.e. CV1) support is going to be implemented in Elite: Dangerous (Horizons).
 
Last edited by a moderator:
From 11 days ago...

Thread: Oculus pre order information


Hey everyone,

With the news that Oculus are starting pre order of their consumer version tomorrow, I wanted to just make a quick post to confirm that we are still actively working with Oculus but currently the only SDK we are able to officially support is 0.6.

We wanted to make sure you had as much up to date information as possible and will let you know as soon as we have any more information.

Fly safe, Commanders!



Hey all,

I just thought I would post a quick follow up on this thread.

First of all, I just wanted to confirm that VR certainly is a priority. We really do believe in the immersion and experience VR brings and we're delighted to leading the way in that field. As we've said previoulsy, we are actively working with Oculus and we will be keeping people updated as soon as we can.

I can once again confirm that we do not have an exclusivity deal with Steam VR.

Hope that helps.

Zac



Also, such an impolite original post. Some people have no social grace.
 
There are a bunch of graphics developers and solution architects clawing at the issue atm. Give em some time. This stuff is hard.
 
It would be nice of them to come out and say "Look Oculus will definitely work, we are working on it"....or "Look, it looks like implementing Oculus support is harder then expected, we are not sure we will be able to pull it off in the next few months..."
Leaving people in the dark like they are doing is not the way to go...A lot of people are holding off on buying Horizons because we don't know if VR will work on CV1, and let's face it no VR, no Elite...I sold my DK2 a while back and haven't touch Elite again since it's not the same without it....
 
From what I've gathered, FD have had issues with the Rift / direct mode for some time. One can only ponder why this could be.

You can guarantee that as soon as they can say something, they will.
 
From what I've gathered, FD have had issues with the Rift / direct mode for some time. One can only ponder why this could be.

You can guarantee that as soon as they can say something, they will.

As the Rift (and CV1) work through SteamVr (and probably will after SDK1.0 is out), do not be surprised if the resolution of this is that FD will simply say to use the wrapper with the Oculus product.

Just saying.
 
one of the reasons why I backed Elite:D in the kickstarter was the promise of VR, consumer version VR.. I have held off playing Elite waiting for my Oculus CV1 .. thats when I will start playing Elite, get the full experience completely fresh.. I really hope it will work and be amazing :) I got My HOTAS setup, my new top of the line computer should arrive end of Feb.. and my Pre-ordered Rfit is being shipped 28th of March.. Please please make it work well with SDK 1.0 :) its been 3 years of waiting.. i guess worst case i can wait some more.. and play other things.. but E:D is at the top of my list..
 
When Vive releases it will be using direct mode just like Oculus so if FDEV are to continue supporting VR then fixing direct mode incompatibilities will 100% be on the cards one way or another. It's just matter of time and it's not like VR is broken at the moment any way, Windows 7 users can use the runtime switcher and for those unfortunate enough to not be able to there is SteamVR.
 
When Vive releases it will be using direct mode just like Oculus so if FDEV are to continue supporting VR then fixing direct mode incompatibilities will 100% be on the cards one way or another. It's just matter of time and it's not like VR is broken at the moment any way, Windows 7 users can use the runtime switcher and for those unfortunate enough to not be able to there is SteamVR.

Yeah that was my thoughts also, it works with Steam VR because it still uses extended mode, but this mode is going to disappear eventually...
 
I wonder if "actively working with Oculus" means they have the version 1 runtime and a CV1 dev kit... or if it means they keep asking for them and Oculus laughs while waving their Eve Valkyrie contract in FD's face? ;)
 
I wonder if "actively working with Oculus" means they have the version 1 runtime and a CV1 dev kit... or if it means they keep asking for them and Oculus laughs while waving their Eve Valkyrie contract in FD's face? ;)

I doubt it. It would be very foolish of them, E:V is quite shallow from that I have played, fun but not the kind of experience I imagine buying a VR HMD over. Elite of the other hand...
 
I'm really curious about the whole situation. Right now, Elite runs in direct mode on the Oculus 0.8 runtime by using SteamVR wrapper (it's slow, but it works). FD can't get it working using direct mode with the Oculus SDK, but the SteamVR SDK somehow manages to bypass the problem and run the game. Why, oh why? I would be so happy if I knew more details besides 'we are working with Oculus'... It's very hard to understand why they still don't know if it will work or not. And if they already know it, why not share with the community? I hate radio silence...
 
Yes I'd think the OpenVR middleware API, which SteamVR implements against, runs it in this so called Direct Mode, and many people are actually having very decent performance with this setup.

If there is an FPS hit it could come from the fact that, as we just recently found out from Mr.Brooks, Elite supersamples by default for the Vive. And since that's inherentily OpenVR, it might do so on the rift as well. To be honest it doesn't look like there's a huge diference in perceived resolution between ED and other demos on the CV1 sample I have so i've no idea..

Other than that it makes big sense that with OpenVR things are able to work :) To understand why I'd have to explain what a composer is, how it's used, what data types it expects, when it expects them* and such..
However it doesn't make sense that it's absolutely trouble-free.
And indeed in my successful attempts at using 0.8 & openVR, the CV1 sample had weird artifacts when running in this botched mode.

*I think this is where FD has the issue.
It's obtaining all the layers in the right depth order at the right time. It's an architectural thing and probably involves changing a lot of loop/observer mechanisms.

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

I wonder if "actively working with Oculus" means they have the version 1 runtime and a CV1 dev kit... or if it means they keep asking for them and Oculus laughs while waving their Eve Valkyrie contract in FD's face? ;)

They definitely have access to the latest SDK 1.0.
Apart from that a CV1 sample shouldn't be necessary to just "get it to work". It could be used in verifying it's really fixed and/or tweak values
 
Last edited:
Back
Top Bottom