Congrats on the headset of choice and welcome to the world of other great VR games while this trainwreck of a refactor called the Odyssey stabilises itselfI'm pleased to hear the latter part of your comment because I'm thinking of buying a Quest 2 this week.
what? Do they not actually test this?
As with previous releases, VR is treated as an afterthought and isn't tested - they leave that to us. Otherwise, things like borked L/R eye rendering in FSS on release would have been caught by the very developer implementing it, not by a QA guy. I've come to terms that since Braben's change of mind (VR is divisive family experience yadda yadda), there's absolutely no passion for VR left in FDev - and I wonder why. Could it be that they aren't playing their own game and treat it as a product, like a kebab booth worker usually hates kebab? IMPOSSIBRU!someone decided not to bother making it a priority at all. They must not have even tested it.
At least we know why VR isn't supported for planetside stuff - there's no way it would be even close to playable. I'm almost convinced that's the REAL reason it's not in VR, and not because they couldn't do it - they just know it'll cause much vomiting. Even ASW wouldn't help with such low framerates.
I don't know exact FPS number (I think VR is fairly binary, it's either smooth or horrible). I tried violently shaking my head in stations to check for drops or jarring, but didn't notice any.
as everyone with big rigs complaining about VR performance, there is one Commander with an old potato where it runs silky smooth
Oh yes we can. We can, because it wasn't just "oh shoot, we cannot do VR because it won't run" halfway through the project. It was a deliberate business decision taken when "made for VR" and similar lies were taken down from FDev's websites. You do take your "key features" into account when designing new features in software. If not, they aren't your "key features" to begin with. And despite ED being so glorious in VR and driving VR sales of the game like crazy, they never realised the potential they had on their hands - as it's with everything they doI don't think we can be mad at FDev yet because they weren't planning on having any VR support available at Odyssey launch.
All of this can be explained in a very simple way. There are two kinds of people in the world, those who notice reprojection and those who don't. For example the "headshake test" is handled by ASW or Motion Smoothing depending if you're on Oculus or SteamVR / WMR. It does produce weird artefacting if the frame rate is really abysmal, and that's what you can look for (not recommended if it is going "smooth" for you). But the moment one has comparison to more fps (90 seems a good spot), everything below feels sluggish at best. And that's the reason some say "it runs great on my potato". Because for them it does![]()
Nice and accurate rant, in a great wayCongrats on the headset of choice and welcome to the world of other great VR games while this trainwreck of a refactor called the Odyssey stabilises itself
As with previous releases, VR is treated as an afterthought and isn't tested - they leave that to us. Otherwise, things like borked L/R eye rendering in FSS on release would have been caught by the very developer implementing it, not by a QA guy. I've come to terms that since Braben's change of mind (VR is divisive family experience yadda yadda), there's absolutely no passion for VR left in FDev - and I wonder why. Could it be that they aren't playing their own game and treat it as a product, like a kebab booth worker usually hates kebab? IMPOSSIBRU!
All of this can be explained in a very simple way. There are two kinds of people in the world, those who notice reprojection and those who don't. For example the "headshake test" is handled by ASW or Motion Smoothing depending if you're on Oculus or SteamVR / WMR. It does produce weird artefacting if the frame rate is really abysmal, and that's what you can look for (not recommended if it is going "smooth" for you). But the moment one has comparison to more fps (90 seems a good spot), everything below feels sluggish at best. And that's the reason some say "it runs great on my potato". Because for them it does
Oh yes we can. We can, because it wasn't just "oh shoot, we cannot do VR because it won't run" halfway through the project. It was a deliberate business decision taken when "made for VR" and similar lies were taken down from FDev's websites. You do take your "key features" into account when designing new features in software. If not, they aren't your "key features" to begin with. And despite ED being so glorious in VR and driving VR sales of the game like crazy, they never realised the potential they had on their hands - as it's with everything they do. I think the managerial crowd is simply not visionary anymore, they're run-of-the-mill-cookie-cutters now. It's a pity Bell isn't on the team, maybe he was the counterbalance to Braben necessary for the project, and now that's missing and we get what we get - placeholders upon placeholders upon placeholders holding some placeholders. IMHO.
I think it coincidenced more or less with the date of EDO "full production" announcement. Let's face it, VR was a brilliant hack nobody cared to develop further in Elite, and they decided to end the support right then. They probably didn't expect so much pushback and noise, and it started to leak to gaming press, that's why the "change of heart". It's sad really.
The first part of the story is true, David Braben confirmed it. I don't know if the employee is still there or not.I once read somewhere, that the first VR-support in Elite was done by one single ethusiastic employee at Frontier, who is no longer with the company anymore.
I hope this is just an urban legend and that they indeed have a VR development team that still believes in VR.
ASW / motion smooting made things like DCS playable in 30-ish fps. It's not perfect mind you, you suddenly notice your canopy is made of rubber and other weird glitches, but the game can be played and head movement will resemble normal. But low fps isn't a good experience, everything feels slow, and it's prone to nausea or at least a headache for longer sessions. I'm long immune to most of it though at this point. If you are able to keep near 45 fps with dips here and there, to the untrained eye you won't notice it operating. And it's great because it lowers the barrier of entry, however some people simply cannot stand it. VR is weird like that.That is a likely explanation. On SteamVR/Linux/AMD, ASW is completely broken (often reprojects with projections that are just… way off) so it usually makes things worse and I disabled it, but I reckon working ASW would probably make the ~50 fps experience bearable.
Actually, unless you got a bunch of kids bothering you, WfH isn't bad. It can be beneficial even if you're the "go to person", as there will be less interruptions and you can put dnd mode on your messenger software
...too right, including all those annoying messages from QA.Actually, unless you got a bunch of kids bothering you, WfH isn't bad. It can be beneficial even if you're the "go to person", as there will be less interruptions and you can put dnd mode on your messenger software![]()
NVIDIA DLSS will also be available in No Man’s Sky’s virtual reality mode, where DLSS doubles VR performance at the Ultra graphics preset, maintaining 90 FPS on an Oculus Quest 2 with a GeForce RTX 3080.
I've been doing some FPS tests. Consistently getting between:
When using Odyssey in ship or SRV (i.e. not using pancake view)
- 80-90 in space.
- 55-65 in FC Hanger.
- 45-55 on planet surfaces.
Rig: i7800k CPU, RTX 3080, 32GB Ram
Using the G2. Using RivaTuner to display the frame rate in game. Also cross checking with graph in MSI Afterburner. Have checked a few times since posting and it's pretty consistent as per the post.What HMD are you using? I'm getting 45fps in supercruise but I'm using the reverb g2.
Highly recommended to buy fpsVR, it should support WMR no problem:Using the G2. Using RivaTuner to display the frame rate in game. Also cross checking with graph in MSI Afterburner. Have checked a few times since posting and it's pretty consistent as per the post.
I had a similar issue. Fixed it by booting into 2d Odyssey and changing the display from fullscreen to windowed, then exiting and starting it through VR.After deleting all the graphics files, steam VR is starting but there is no video in the reverb G2 only on the monitor
no HMD option in elite either
after putting the files back all works (like c#ap though)
Thank you for the reply, however got the Odyssey in the frontier store so I dont have it in Steam and cannot specificaly start it in VRI had a similar issue. Fixed it by booting into 2d Odyssey and changing the display from fullscreen to windowed, then exiting and starting it through VR.
You probably need to turn on 3D: HMD with headphones (or whatever it is called these days), it is in one of these collapsible menus responsible for display, as it probably was reset to default monitor output. Just a wild guess, I refuse to buy until VR is actually implemented.Now with them deleted it work only in non VR and doesnt see the HMD