Is this the shadow rendering distance thing? As in, shadows only reach a certain distance from your viewpoint? That’s always been visible to me since I started in VR and even before - Ultra shadows would get cut off several kilometres away, which could be seen on larger stations. With VR head movement this distance alters slightly on distant objects and can be quite visible. I think that’s an engine limitation thing and I haven’t really looked for it in Odyssey - I’ve not seen any reports so far.BTW, speaking of shadows, the most ancient VR bug I know - shadows move as your head moves? E.g. the shadowing of a station will shade areas in front of your eye, so as you move different areas get shaded. Has that bug been reported here?
yes, that, and fair enough.Looks like 2 VR issues are in Update 10 - Scorpion outfitting camera and flashing stars - so those will be checked out later. As always, any undocumented fixes that you spot, please let me know.
Is this the shadow rendering distance thing? As in, shadows only reach a certain distance from your viewpoint? That’s always been visible to me since I started in VR and even before - Ultra shadows would get cut off several kilometres away, which could be seen on larger stations. With VR head movement this distance alters slightly on distant objects and can be quite visible. I think that’s an engine limitation thing and I haven’t really looked for it in Odyssey - I’ve not seen any reports so far.
I’ll have a look next time I’m playing - it might be worth submitting a report seeing as a few other VR shadow issues are currently on the books.yes, that, and fair enough.
Stars will no longer flash brightly in VR
There’s also the Scorpion outfitting camera - the question is: have they fixed the “you’ve just been run over by the Scorpion” view in VR as well as the incorrect flatscreen livery views?Patch notes for update 10:
(Also optimisations and such)
I wonder if the optimisations regarding this will have any effect on the VR brightness issue? It’d be nice to get a collateral damage fix"No, emissive rescaling is the lighting and adaptive exposure…”
Maybe I should make an account with my alt and tick it over? If 10 really means 11, then maybe my 1 is really 2?The brightness issue is now up to 10 independent confirmations, so it looks like Issue Tracker is doing the “yeah, when I say you need ten confirmations, what I actually mean is you need eleven” thing![]()
I’m not saying that’s exactly what I do with the pair of freebie Epic accounts I picked up, but my reports always tend to start with two independent confirmationsMaybe I should make an account with my alt and tick it over? If 10 really means 11, then maybe my 1 is really 2?
…and if you’ve previously voted for the now-fixed issue of https://issues.frontierstore.net/issue-detail/46156 - you can free up that vote and put it to good useBrightness discrepency issue is now confirmed! Please vote! https://issues.frontierstore.net/issue-detail/47312
To answer my own question: nope, still looks like the Scorpion driver didn’t stop in time when driving into the hangarThere’s also the Scorpion outfitting camera - the question is: have they fixed the “you’ve just been run over by the Scorpion” view in VR as well as the incorrect flatscreen livery views?![]()
While I couldn't replicate the issue myself (I feel like I'm only affected by about 30% of various issues I see), I can certainly vote for it!Brightness discrepency issue is now confirmed! Please vote! https://issues.frontierstore.net/issue-detail/47312
I’m afraid so, I checked it out this morning - ship shadows seem to be a bit better in that they’re not popping in-and-out during Glide but I did eventually get them to drop to just chair shadows. SRV shadows remain the same, gradually disappearing the further away from the disembarkation point you get.Just saw there was an update 10 out... is https://issues.frontierstore.net/issue-detail/42913 still with us? I can't check atm since I don't have ED installed any more.