Nvidia 3070, 3080 rtx. no excuse for VR removal, discuss.

If they're priced as insanely as I suspect they will be, probably not many.
Not often I say this about Nvidia much but for the amount of performance the 3070 seems to be bringing to the table I don't think players have much to complain about.
If the 3060 follows the same trend that will likely be pretty powerful too.

That said given that ED:O will be running on the vanilla xbox1 I find it hard to believe performance is the reason VR may not be coming to ED:O on PC
The recommended VR spec for ED : H is already an order of magnitude better than that console. It does not take much to power a rift s these days and anyone with an index or reverb will likely already have some serious grunt behind them.
 
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Only for a few people. Some people get car sick too, should we stop developing cars?
I know others have mocked Crank's comments, but I can see what they were driving at... There are people who are essentially saying "VR makes some people feel nauseous so it's best to end it" and Crank's taken a deliberate, ironic, strawman stance advocating that "if we are stopping VR development because it makes some people nauseous, in that case, hadn't we better stop [other technological devices that cause nausea in some people] because they make some people sick?" Cranl's not seriously advocating the end of the automobile because it makes some people sick, they are just drawing attention to how ridiculous it is to end any technology because it makes some people sick.
 
Not often I say this about Nvidia much but for the amount of performance the 3070 seems to be bringing to the table I don't think players have much to complain about.
If the 3060 follows the same trend that will likely be pretty powerful too.

I'll believe it only if the benchmarks show it, and not before. Personally, I am more inclined towards AMD's RDNA2, but in any case I don't really need an upgrade at the moment.

I can imagine prices will be gouged all to hell from both companies, this time using Covid-19 as the excuse, whereas last time it was mining. They'll do absolutely anything to inflate prices, perhaps just short of creating their own disasters to restrict supply and inflate demand. 😤
 
I'll believe it only if the benchmarks show it, and not before. Personally, I am more inclined towards AMD's RDNA2, but in any case I don't really need an upgrade at the moment.

I can imagine prices will be gouged all to hell from both companies, this time using Covid-19 as the excuse, whereas last time it was mining. They'll do absolutely anything to inflate prices, perhaps just short of creating their own disasters to restrict supply and inflate demand. 😤
Check out digital Foundry. They already have some performance figures. It's a lot of grunt for £465.

I'm looking at the 3080 myself but like you I want to see what big Navi brings to the table esp as I have a 650w gold psu and don't really want to upgrade (and I want to reduce temps in my man cave not increase them)

I have a reverb G2 on order and whilst my 1080ti is above min spec it's not exactly going to smash it. Also the rest of my rig I have had since 2015..... I want to see what Zen 3 does for me.
 
As others have mentioned it's neither performance, nor motion sickness, that are creating the delay in VR for Odyssey.

It's that VR is niche and supporting it has probably proved to be more work than it's worth from an expense/return perspective. It doesn't matter what the actual cost of VR implementation is for Frontier, only that it's less than the additional profit it generates...which is unlikely, given the small number of VR users or potential VR users for whom lack of VR would be a deal breaker.

So, we'll get it when and if they get around to it.

Part of the price point justification was that it wasn't supposed to become obsolete so fast.

Who said that?

It was obvious that the RTX and Tensor cores on the 2000 series were going to be dead weight, that the parts were moderate increases over the previous generation if only rasterization performance was considered, and that much better manufacturing processes were just around the corner which would allow dramatic increases in transistor count.

We still need to see what supplies are like with the 3000 series. I suspect that most people looking to get one on launch day in a week won't have one this year.

I'll believe it only if the benchmarks show it, and not before.

The ballpark figures that can be derived by a simple comparison of functional units is rarely misleading, and even first party performance reports aren't lies.

Check out digital Foundry. They already have some performance figures. It's a lot of grunt for £465.

It's a game's list cherry picked by NVIDIA, but even so, the performance is impressive.

I'm looking at the 3080 myself but like you I want to see what big Navi brings to the table esp as I have a 650w gold psu and don't really want to upgrade (and I want to reduce temps in my man cave not increase them)

Most current credible rumors indicate a part between the 3070 and 3080, probably closer to the former, that probably isn't more power efficient than the later (lower total board power, also less performance per watt).

I still might end up with one, depending on 3080 availability.
 
That is true - but the raw specs are formidable, 10,000+ cores on a 3090, compared to the 3582 on our beloved 1080Ti's - that is going to be insanely quick.
but the cores on the 3000 series cards are less efficient too... so how this translates to real word performance is to early for us to know, we just have to wait to get the full picture on what the actual difference will be...

Also much of the Nvidia performance data suggests the up to 2x faster performance is due to DLSS.
 
As several already have pointed out, it is not strictly the lack of GPU performance that is reason for not having VR in Odyssey at launch.

It is true that performance can be a cause for nausea in VR, but that mostly a strawman argument.

So lets start with the why you want VR in Odyssey? and look at what all the various EXPECTATIONS are!

I have a very hard time believing those who play Elite in VR today is using Keyboard and Mouse. Mostly because that sucks big time, locating the right key while wearing a VR headset is tricky to say the least... So VR players are very likely to using a full HOTAS setup or play with a controller.
So have anyone tried to play ANY FPS game with a HOTAS setup? I think trying that one out would be quite terribly...
So that leaves controller. these works great for FPS games.

So HOTAS players swapping to a mouse/keyboard combo for the FPS part, is a not a straight forward deal, as you now have to fit both setup on the desk or move things around while having a VR headset on your head.. it is not very user friendly experience... and if you have to remove the VR headset to do this... yikes.

And if the expectation is to use VR Motion controllers for the FPS part, then you are forced to deal with swapping input methods...


And all of this before we have even started to think about gameplay, like movement, activities etc.... just the transition from cockpit to spacelegs or back.


Interaction, what is the expectation for VR interactions, should you actually push the button, pull the lever, or should it say, press E to open door, etc? Again, is the expectation to have full motion controller support or not?

Motion. should we only allow the seamless "walking" motion, or should we support teleportation? We do know that many players, especially new VR players prefers a teleportation variant for movement over the seamless "walking" options. just because of the nausea factor. So if we allow teleportation movement, how do we then deal with this in a multiple player setting? because other players seeing VR players teleporting around is quite irritating... and also if teleportation would be instant, then teleportation would be faster to move around with... well to combat that we can add a delay that makes you unable to teleport until you have managed to "travel" the distance you just teleported... So teleportation seems to be a pretty bad idea for movement when having other players around...But for solo content, this is a great option.


So on the motion thing, should we now support sitting, standing and roomscale VR? I mean seated is pretty obvious when it comes to regular Elite VR, you sit at your desk etc, I doubt many plays Elite VR standing up. But whjat is the expectation when when it comes to spacelegs and such, standing and even Room scale VR makes sense to think about. it is pretty immersive to be able to duck behind a rock or peek around a corner in standing/Room Scale VR... and walking while crouching is also a great workout... Now how would we expect any sorts of transition from seated VR to standing/Room Scale VR to work? And even a the simple idea of going from seated to standing VR can have quite a few pitfalls. like smashing your monitor with the VR motion controllers... or other stuff in close proximity to your seated position.. I know I had to move standing VR to another location after I smashed one of my monitors with a VR motion controller..


Driving, how many have tried out No Man Sky VR? most things here are great and often intuitive with the use of VR Motion Controllers, but one thing that really gets me, is that I EXCLUSIVELY only drove the slowest big truck!!! as the experience with the smaller and faster other vehicles was just terrible. Also how do oyu like the VR Motion Controllers for flying your space craft? for a standing VR experience, any longer times flying around is quickly getting tiresome, due no support for the hands. you cannot rest your hands on the "cockpit HOTAS"... for those that do not know, you grab the throttle and joystick with your VR hands, so a great visual representation of what you do reflects in the game, but if you are standing you will have NO support for arms when they grab the controllers, for a seated VR experience, this can be solved with armrests on your chair etc...
So comparing driving an SRV with flying a ship, there are more complaints about the SRV driving over the flying part... so this should work as an indicator what we can expect when it comes to spacelegs and motion sickness., especially if we do not allow teleportation movements.





So what are really the expectations for what VR in Odyssey should be like?

VR position, should only seated VR be supported?
input, should VR Motion Controllers be supported? If so, should we also be able to use VR Motion Controllers to fly our ships?
Motion, should we allow teleportation?

In VR, how would you interact with text messages? this is an ongoing issue! so nothing new.



So there is not an easy solution for what VR in Odyssey could mean. I would love to have a great VR support in Odyssey, but I understand many of the pitfalls etc VR in Odyssey have to overcome. I really like to bring friends over and let them try VR, but there are quite alot of different things when it comes to VR and how people react. So we all know not to stick any new VR users in a roller coaster simulator, unless you want to see barf on your carpet... giving the user a terrible impression of VR...

My first experience with Elite in VR was just me sitting in my Vulture cockpit for atleast 30 minutes, just looking around... my first hours on VR was me sitting in all of my ships cockpits.... well a bit flying and realising that my MFP sucks in VR... so I had to change to using a controller... for when I fly in VR!
 
As several already have pointed out, it is not strictly the lack of GPU performance that is reason for not having VR in Odyssey at launch.

It is true that performance can be a cause for nausea in VR, but that mostly a strawman argument.

So lets start with the why you want VR in Odyssey? and look at what all the various EXPECTATIONS are!

I have a very hard time believing those who play Elite in VR today is using Keyboard and Mouse. Mostly because that sucks big time, locating the right key while wearing a VR headset is tricky to say the least... So VR players are very likely to using a full HOTAS setup or play with a controller.
So have anyone tried to play ANY FPS game with a HOTAS setup? I think trying that one out would be quite terribly...
So that leaves controller. these works great for FPS games.

So HOTAS players swapping to a mouse/keyboard combo for the FPS part, is a not a straight forward deal, as you now have to fit both setup on the desk or move things around while having a VR headset on your head.. it is not very user friendly experience... and if you have to remove the VR headset to do this... yikes.

And if the expectation is to use VR Motion controllers for the FPS part, then you are forced to deal with swapping input methods...


And all of this before we have even started to think about gameplay, like movement, activities etc.... just the transition from cockpit to spacelegs or back.


Interaction, what is the expectation for VR interactions, should you actually push the button, pull the lever, or should it say, press E to open door, etc? Again, is the expectation to have full motion controller support or not?

Motion. should we only allow the seamless "walking" motion, or should we support teleportation? We do know that many players, especially new VR players prefers a teleportation variant for movement over the seamless "walking" options. just because of the nausea factor. So if we allow teleportation movement, how do we then deal with this in a multiple player setting? because other players seeing VR players teleporting around is quite irritating... and also if teleportation would be instant, then teleportation would be faster to move around with... well to combat that we can add a delay that makes you unable to teleport until you have managed to "travel" the distance you just teleported... So teleportation seems to be a pretty bad idea for movement when having other players around...But for solo content, this is a great option.


So on the motion thing, should we now support sitting, standing and roomscale VR? I mean seated is pretty obvious when it comes to regular Elite VR, you sit at your desk etc, I doubt many plays Elite VR standing up. But whjat is the expectation when when it comes to spacelegs and such, standing and even Room scale VR makes sense to think about. it is pretty immersive to be able to duck behind a rock or peek around a corner in standing/Room Scale VR... and walking while crouching is also a great workout... Now how would we expect any sorts of transition from seated VR to standing/Room Scale VR to work? And even a the simple idea of going from seated to standing VR can have quite a few pitfalls. like smashing your monitor with the VR motion controllers... or other stuff in close proximity to your seated position.. I know I had to move standing VR to another location after I smashed one of my monitors with a VR motion controller..


Driving, how many have tried out No Man Sky VR? most things here are great and often intuitive with the use of VR Motion Controllers, but one thing that really gets me, is that I EXCLUSIVELY only drove the slowest big truck!!! as the experience with the smaller and faster other vehicles was just terrible. Also how do oyu like the VR Motion Controllers for flying your space craft? for a standing VR experience, any longer times flying around is quickly getting tiresome, due no support for the hands. you cannot rest your hands on the "cockpit HOTAS"... for those that do not know, you grab the throttle and joystick with your VR hands, so a great visual representation of what you do reflects in the game, but if you are standing you will have NO support for arms when they grab the controllers, for a seated VR experience, this can be solved with armrests on your chair etc...
So comparing driving an SRV with flying a ship, there are more complaints about the SRV driving over the flying part... so this should work as an indicator what we can expect when it comes to spacelegs and motion sickness., especially if we do not allow teleportation movements.





So what are really the expectations for what VR in Odyssey should be like?

VR position, should only seated VR be supported?
input, should VR Motion Controllers be supported? If so, should we also be able to use VR Motion Controllers to fly our ships?
Motion, should we allow teleportation?

In VR, how would you interact with text messages? this is an ongoing issue! so nothing new.



So there is not an easy solution for what VR in Odyssey could mean. I would love to have a great VR support in Odyssey, but I understand many of the pitfalls etc VR in Odyssey have to overcome. I really like to bring friends over and let them try VR, but there are quite alot of different things when it comes to VR and how people react. So we all know not to stick any new VR users in a roller coaster simulator, unless you want to see barf on your carpet... giving the user a terrible impression of VR...

My first experience with Elite in VR was just me sitting in my Vulture cockpit for atleast 30 minutes, just looking around... my first hours on VR was me sitting in all of my ships cockpits.... well a bit flying and realising that my MFP sucks in VR... so I had to change to using a controller... for when I fly in VR!

You should have a look at this post:

I think with regards to our expectations/demands for VR in Odessy, we need to define what is a must-have versus what would-be-nice. These would be weighted differently for different individuals, but the expectations can be defined into "levels" of VR implementation, and each subsequent level would inherit the previous level's functionality. As such each subsiquent level will satisfy more of the VR playerbase.

1st Level - Pilots Seat only VR in Odessy

This would be the bare minimum VR approach for Odessy, and would essentially leave us with the same VR functionality, but be able to fly or drive under those coloured skies, this would allow VR Horizons players to continue as is, but gain access to the skies, and some Odessy content. There will be things like "new engineers" and "Sphere of Combat" from the release that could be partaken of in a ship / SLF / SRV and thus done in 1st level VR.

Where this gets clouded is what happens for on foot / Space Legs* content for VR level 1 players?
  • Is this Space Legs* content disabled, like the exit SRV menu button greyed out when in VR?
  • Is this Space Legs* content accessed by transitioning to flat screen, like click exit SRV brings up a black VR screen with a message "remove headset and press [BUTTON] to continue on foot"
  • Is this Space Legs* content accessed by a virtual 2d screen rendered inside the headset?
2nd Level - WASD/ Gamepad Walking VR in Odessy

This level would "inherit" the flying and driving in VR from the first level, but would add to it by allowing the player to take to their feet while still in VR and have VR headlook while on foot. The game remains a "seated VR experience" and as such does not include use of hand controllers to track the players hands, as such this would be a wasd / gamepad control scheme, with things like [PRESS E or BUTTON 2 to plant charges] prompts as opposed to the player physically placing the charges with own (tracked by hand controllers) hands.

Considerations / problems that I can foresee would be:
This list of considerations is in addition to the list from 1st Level and relates only to the VR On Foot aspect
  • Smooth Locomotion vs Teleporting?
    • Smooth locomotion may cause nausea in some
    • Teleportation is janky and could be used to cheat in FPS combat
      • pinned down? Simples... Teleport to a new safer location, this would be an exploited in PvE combat and an infuriating cheat in PvP FPS combat.
  • When running is there an element of headbob, which might cause nausea, so could this be smoothed for VR? Maybe via an option in graphics setting like "SRV Keep Horizon" setting?
  • What happens when the player leans their real body forward / back / left / right?
    • Would this be reflected by the "characters" and avatars?
    • Would reflecting this movement by the player need new animations for the "characters"?
      • Would the head be stuck to the neck and not movable at all?
      • or would the head only movable within certain limits?
      • Would hitting those limits induce nausea when the head motion stops changing the view?
        • as in you can move your head say ~150° (vertical to chin on chest), and more with slight shoulder / torso movement, but if the avatar/character is limited to say 110°, so movements from 110° to 150° of the players head would not be reflected on the view screen representing what their character's head is doing, the disconnect is a potential nausea trigger.
  • Similarly - care would need to be taken when entering or leaving the pilots seat, [Press X to enter/leave Pilot's seat] and an animation of your character getting up or sitting down disassociating the VR players view with their physical movements and or expected view changes arising from their control inputs into the game/simulation.
    • Maybe this might be best served as an optional fade to black during the transition?
    • Maybe cut to a third person view instead?
3rd Level - Seated VR with Hand-controllers in Odessy

Third level would "inherit" the flying and driving in VR from the first level, and continue to allow the player to take to their feet while still in VR and have VR headlook while on foot from 2nd level VR, but Add limited hand controls to the game, and remain a seated VR experience. In this sort of implementation the player would move their character using the thumbsticks on their hand controllers, and be able to perform tasks with them such as instead of the [PRESS "E" or BUTTON 2 to plant charges] from 2nd level VR, 3rd level VR would see the player move their hand to their hip, or press a button to "equip charges" to avoid punching their sears arms with their hand controller, take the charges from their hip pocket, move to the action point, move their actual hand towards the virtual action point and release the charges.

Considerations / problems that I can foresee with hand controllers would be:
This list of considerations is in addition to the list from 2nd Level VR and relates only to the VR Hand Controllers functionality
  • There would be a lot of work associated with elbows, with a WASD/Joypad game, the developers have control over the movements of arms, hands and elbows, and can have predefined animations for them. With hand controllers they need to, on the fly, figure out the appropriate movement for upper arm, forearm and below to reflect the changes of positional data from the hand controllers.
  • There MAY be a lot of work to implement hand interaction with assets in game, for things like pressing the button to open a door.
  • There would be a need to draw a line somewhere on what can and cannot be picked up and interacted with using hand controllers.
    • it would be cool if everything a player sees could be grabbed and manipulated as this would allow for things like throwing a pipe or a rock behind an opponent to distract them,
  • When transitioning to / from the seat, player would need to put aside their hand controllers and grasp their HOTAS, or vice versa
    • not a biggie, the VR Player would do this during the transition (fade to black moment or animation)
  • If the player has made their bindings use hotas buttons and hand controller buttons in the same mode, like if the left hand-controller grip button is also used for shield cell bank, working with the two types of controllers concurrently would be cumbersome.
    • not a biggie, the player simply needs to map more sensible control schemes and doing so is their problem not Frontier's
      • maybe put in checks in bindings to prevent ship / SRV functions being bound to a hand controller' buttons / axis' ?
    • Frontier would, however, need to ensure they don't create potential conflicts, by, for example making the open airlock button from the pilots seat one that needs "physically pressed" by using the hand controllers
  • Clipping! If a player stands with their CMDR's toes against a wall and raises their arm 90 out in front of them could their arm "clip" through the wall, potentially allowing them to cheat by shooting through a wall if they raise a hand holding a gun. Or would their CMDR be bushed back from the wall? It's not insurmountable, but it will need addressing.
4th Level - "Room scale" VR in Odessy
4th level would "inherit" the flying and driving in VR from the first level, and continue to allow the player to take to their feet while still in VR and have VR headlook while on foot, and the hand controls from third level VR, but now becomes a "room scale" VR experience. In this sort of implementation the player would move their character using either the thumbsticks on their hand controllers, or by walking (within the confines of their room) they could also control stance by physically crouching etc. There may still be a reliance on some VR Hand Controller inputs for walking as the player only has a room not a holodeck. Continued over from 3rd Level VR the room scale player would be able to perform tasks with their hands through the hand controllers. As such instead of the [PRESS "E" or BUTTON 2 to plant charges] from 2nd level VR, Like 3rd level VR, a roomscale player would move their hand to their hip, take the charges from their hip pocket, move to the action point, move their actual hand towards the virtual action point and release the charges.

Considerations / problems that I can foresee with hand controllers would be:
This list of considerations is in addition to the list from 3rd Level and relates only to the "room scale" functionality
  • Again, potentially a limit on the "physics" available to interact with, room scale players might see an apple sized rock that would be ideal to throw to distract a guard, and the could crouch down to pick it up, but would the game necessarily enable them to do that?
    • Finding out what is and isn't interactive could distract the player from core gameplay.
    • Adding more and more "physics" means an exponential growth in developer workload for diminishing returns in added gameplay
  • Room scale is good, but its not infinite. The boundaries could be a problem, if they hit a boundary of their play zone and have to turn 180° IRL and counter that with a thumbstick input to retain their original heading to continue walking down their corridor, in a 300m long ship, that's going to get a bit tedious.
  • Tracking of posture, stand up right, ducking slightly, fully ducking, crouch, kneel, prone all need to be tracked and calculated from head and hands alone.
  • Out of sync return to seats. A player gets out of gaming chair IRL, walks within their playzone to where their virtual SRV hangar is located, boards SRV, but they are now 3m away from their seat...
    • Do they walk back to their IRL seat and recenter avatar?
      • How do they do that without clipping through bulkheads?
  • First Person Combat, granted Room Scale would be good for enabling the player to go through stand / crouch / kneel, but how does that work with going prone? Or Cossack Crawling?
  • Clipping (again) if a player centres VR on current location when they have a couple of metres in front of them IRL, but only a couple of centimetres in game from a wall, could they simply step forwards 2m IRL and walk through the wall that way?
  • "Periscoping" - in a combat situation it might be possible for the player to crouch, reset VR, stand up, and have their view point from 3ft above their characters head somewhat akin to the way some players abuse third person in games like ARMA.
Source: https://www.youtube.com/watch?v=v7zoVIsIT2A

From all the options I outlined there I'd say I'm aiming for 2nd level VR - head look on foot seated VR experience with WASD/Gamepad controls no hand controllers / no room scale / press e to open door etc...
 
I know others have mocked Crank's comments, but I can see what they were driving at... There are people who are essentially saying "VR makes some people feel nauseous so it's best to end it" and Crank's taken a deliberate, ironic, strawman stance advocating that "if we are stopping VR development because it makes some people nauseous, in that case, hadn't we better stop [other technological devices that cause nausea in some people] because they make some people sick?" Cranl's not seriously advocating the end of the automobile because it makes some people sick, they are just drawing attention to how ridiculous it is to end any technology because it makes some people sick.

That's exactly my point. I thought it was obvious, but clearly not...
 
You should have a look at this post:



From all the options I outlined there I'd say I'm aiming for 2nd level VR - head look on foot seated VR experience with WASD/Gamepad controls no hand controllers / no room scale / press e to open door etc...
is pretty good summary on all the issues and choices regarding what can be expected.

So now we have one expectation down, now lets see if more have any insight on what their expectations would be...

This is the sort of poll I think FDev should ask players launching the game in VR if they would be willing to give their opinion on. This could have a dramatic impact on what things FDev would need to focus on based on what the feedback from VR users are. as things FDev might think is very important to focus on might something most players do not care about, and things FDev did not expect to spend much effort on is what the players expect the most off.
 
I will probably get a 3080 when the TI's come out simply because I am on a card a couple of generations removed (1080 Founders Card) and because I am running a Pimax 5k XR and want to get increased performance for it.
sounds about a similiar situation as I am in. 20 series was stupidly expensive for their perfomance, and now we seens to be getting a upgrade that is way more costeffective than what the 20 series offered.

We do not know yet what AMD new cards will offer, so it might be that these cards offer an even better upgrade path for the 10 series users.
 
As silly as the suggestion that VR shouldn't be developed because a minority of users have problems with it, yes.

Fortunately you are not in charge of making those decisions. It would be an extremely bad idea to release a FPS addon that is not optimised for VR.

You can get away with it for driving & flying sims. FPS, no frikin way.
 
Fortunately you are not in charge of making those decisions. It would be an extremely bad idea to release a FPS addon that is not optimised for VR.

You can get away with it for driving & flying sims. FPS, no frikin way.

Which is putting a lot of words into my mouth that I never said. Well done.
 
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