I'm more worried about the possible performance impact of having multiple crew members rendered with their face detail on deck. High detail lookin' video game people don't usually come cheap.
This is done quite well in the gunfighting Oculus Touch game Dead and Buried - the style is fairly cartoony in D&B, but you can see the other players (up to three others) all looking and hand positions too. I don't think there's too much network overhead - once a crew member's features are loaded its a vector for the head position and orientation, and two more for the hands. Obviously there'll only be the head position in ED.
Your ED install will have all the assets needed to render the crew faces etc, so there's little to download. Probably just a short one-time pause while ED 'loads'/ renders the crew face from the facial features/hair/colours lists.
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The gunner view is enough to turn me off multi crew - a slapped on third person view for anything in this game is the last thing I want to see. First the rubbish SRV turrent I deplore and avoid using where possible and now this... meh. All I wanted was to sit in a turrent, target ships and fire, not this half baked, immersion to hell approach to turrets we have now.
Gotta love those magical cameras, invisible to the eye but floating just behind the SRV turret non the less.... Or so I'm led to believe.
Agree - I'd prefer an in-turret view for the SRV as well as ship-based turrets. But I feel you'll only be firing once in a blue moon if the pilot is all over the place and you're turret happens to be on the other side of the ship to the target. Or switching turret views every two seconds.
I dunno - is there anything to learn from SC in this? I've not played much in multi-crew ships in SC - does a turret gunner role work well there? (not a SC vs. ED spark)
Edit - have done a reasonable amount now... and its hard to gwet a shot in lol