On foot 3D VR

o7 Commanders !

Do any of you have found a possibility to have this on foot game in real VR yet ? Like a VR mod to have the third person view direct to the right position ?

I would love to enjoy this world in VR !

Thanks for sharing if you have solutions !

Cheers
 
This is as close as I can get it:

 
None that I know of, alas, but somewhere in the binaries must be the coordinates for the preset "photo-mode" camera location offsets - if you could figure those out, you could also edit them. :p
 
I'm asking the same thing as VR dks-ne0
What is the big deal with having an option to add or remove the square frame in the options menu for those who get motion sickness and link the tracking to the headset instead of the mouse tracking so that lucky peoples like me who do not have motion sickness can enjoy a full vr view when we got on the ground.
Vr gamer are thinking that FDEV do not care to much about us lately. I got a VR gear specially for that game three years ago and like the other VR gamer got nothing in the last updates of Odyssey.
 
I'm playing an old beat up game Fallout4 and Skyrim made Full VR now. Games who were made before we even had a VR headset and FDev are not able to put full VR a DLC to a game already in VR ??? They are able but they don't want to. Money is talking here for sure. We are a minority in the game field so we don't have too much weight.
They made a top notch space's sim game and they turn it to a simple shoot out common game... It is so sad :-(
I still love playing that game VR but my teeth grind every time I get out my SRV hehe
 
It's not a frame -- it's a virtual cinema screen with the 2D view of the game displayed on it.
It is aware of your head movements. That awareness can be used to both have the screen follow your head turns and to alter the view appropriately.
 
There is a moment... a most tantilising, mouth-watering moment when on foot. If you are onboard your carrier (or another cmdr's carrier I suppose... although I've never tried it) and the jump sequence enters it's final stage... and you are sat down in the cmdr's chair (you have to be seated during the final jump sequence), as the carrier jumps... the VR letterbox view switches to full screen, vastly improved graphics/rendering etc and you can look around freely (but you can't walk... so I suppose not technically on foot). I'm assuming it switches to the same settings as if in your ship or SRV and treats the carrier as just another ship. But as we all know... we can get out of our seats on our ships and walk around... the only restrictions being the length of our tethers or we bump into a wall... or as in my case once, someone left my room door open and I found myself in the hallway!

I love Elite and I've played it for 40 years on and off. I have recently splashed out from my long acquired savings on a new PC... just to play Elite really, my old computer was more than adequate for all the other tasks I set it to. So armed with an RTX 4090 built machine I was ready to zoom off into the void and tippy toe around all the dodgy settlements... like a tippy toeing sneaky thing. I new the letterbox would still be there but I was at least expecting an increase in quality of the image... but no sadly. The graphic settings I have in space and SRV are set high with HMD at 1.5 or 1.75... sometimes with upscaling on performance (Thargoid stuff) High Quality (exploring). The performance setting is awful for 'on foot' almost back to the pixelated days of 'Horace The Skier' on my old Commadore Vic20 and the other setting has unstable FPS. So the routine has become... Land near the settlement, drive to the settlement, get out the SRV, escape from the game and go to settings... remove upscaling, set supersampling to 1.75, drop HMD to 1.0 Blah blah blah... and then put it all back before you board the SRV. What we put up with for the VR experience is somewhat annoying... but the most annoying thing... flying in Elite in VR is the best VR experience I have ever encountered and probably the best VR experience out there and I think Frontier may just be missing a trick here. Players have come back to the game somewhat during the 2nd Thargoid war, powerplay 2.0, colonisation and the increase in combat that these may bring added to the fact that VR is/has become cheaper could be a strengthening string to the bow of many strings... albeit some a bit flimsy.

I would urge Frontier to show it some love... do we all have to become VR/YouTube content creators to promote it first though? Could we at least put things back that were not broken before an update but are broken and left unfixed now (orbit lines).

As a Kickstarter I fully support Frontier with Elite (showed a lot of patience during the early Odyssey experience). I recognise the importance of an income stream and so often buy arx... even though there is little that I need, pay for the new ships instead of waiting a few weeks and would probably kickstart again just for VR if I thought it would help... because sadly for me... I can't go back to playing in 2D, I've tried... but I can't.

Personaly I could never fall out of love for this 'simulator' but I can't help but get the feeling that perhaps I have served my purpose and my needs are now lower down the pecking order than they have ever been... and if VR is removed altogether... I just don't what I would do... re-install flight simulator I suppose (and I don't mean MSFS... lost enough money on that when they left the market the first time!).

Sorry... that turned into a rant... made me feel better though :)
 
I was kinda disappointed in it, but have grown used to Odyssey. I would want space legs to be in VR. If it's going to be 2D inside VR like Odyssey, would prefer 3rd person.
 
It is aware of your head movements. That awareness can be used to both have the screen follow your head turns and to alter the view appropriately.
It could, but as you noted, does not.

Checking back on your the original post, I don't suppose you got anything out of the Virtual Desktop trick suggested earlier, which many swear by?

Early Odyssey days, I did some experimenting with VorpX, but I can not recall any more of my results than just: "definitely not worth it". -If you have that piece of software, you could fiddle with it a bit yourself, and see if you can find some compromise that is tolerable to you, personally. (Note that it does not have anything to reconstruct stereoscopy with Cobra engine based games, the way it does with some other engines.)

I think the greatest showstopper for me, with "hacks" like this, is the hassle of having to switch back and forth between them and Elite's true VR.


Speaking of "frame", and going completely off on a tangent... You know, I can't get myself to hold it unlikely that even with all the many, many concerns around developing for VR, I could very well imagine the main blocker (...following closely after: "Oh, VR... We totally forgot about that."), to be the HUD, which is done fixed in screenspace, unlike the ship UIs which are diegetic (the hologram panels are floating in worldspace, in the cockpit with you).
This is not something that should be hard to overcome -- just map the various HUD elements to quads in a volumetric buffer instead, and position them appropriately, just like with all previous UI, but something about the apparent "attitude", when it comes to UX, which Odyssey and its UX overhaul exudes, saps my hope a bit -- it's all a lot of static full-screen design paradigm, often replacing something much better -- like they put somebody used to designing nothing but smartphone apps in charge.

...on the other hand, some things in Odyssey are made with diegetic trappings, such as holographic ammo counters floating next to weapons, so who knows...
 
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o7 Commanders !

Do any of you have found a possibility to have this on foot game in real VR yet ? Like a VR mod to have the third person view direct to the right position ?

I would love to enjoy this world in VR !

Thanks for sharing if you have solutions !

Cheers
If they would at least lock the view screen to the headtracking and update the view direction while doing so 2D wouldn't be so terrible.
 
If they would at least lock the view screen to the headtracking and update the view direction while doing so 2D wouldn't be so terrible.
I’m currently replaying Cyberpunk 2077 in VR using a mod, and one of the rendering options is a monoscopic view (so the same view in each eye) which is my preferred way of playing the game. Even though everything is noticeably flat within a metre or two the world in general feels 3D thanks to 6DoF head movement. As a bonus I don’t feel any stomach-lurching moments during the many forced movements in the game, which do slightly affect me in the true 3D modes.

I’d love the option to play Odyssey feet bits like that.
 

Craith

Volunteer Moderator
I also use the external camera while on foot, unfortunately the bug that allowed an easy return to the settings got fixed (of all the bugs to fix Frontier fixed the one that made VR on foot easier), so setting it up everytime I have to return to Flatmode to interact with something is tiresome.

I agree that the HUD is probably the biggest work to get done, IMO doable but the game is no longer built from the ground up for VR (as it was stated in the past) and the focus is elsewhere. I am happy that Elite is still going strong, just a bit sad that VR was left behind - Elite was one of the first big games in full VR out there, and IMO until Odyssey one of the best.

During Odyssey Beta it was said that there will be a one-button solution to toggle VR on/off so you could play on the physical screen. I guess it was dropped for the current virtual screen solution, but I am not a big fan of it.
 
I also play DCS, the combat flight simulation game, and regarding the HUD issue mentioned above, I was thinking about the fighter jet combat pilot helmets on modern aircraft, which have a HUD integrated into the visor right in front of the pilot's eyes.

In DCS, this works perfectly (I play it in VR), and even though the HUD is linked to the player's/pilot's head movements, it’s completely fine because all the information is clear, easy to read, and doesn’t compromise the surrounding view.

Perhaps a similar approach could be useful for Elite to enhance the VR FPS experience. From what I’ve noticed among many of my VR-playing friends, the lackluster FPS implementation in Odyssey is a significant downside—especially when compared to the incredible VR experience inside the ships, which is absolutely AWESOME.
 
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Oh, it's not that it would be particularly complicated or new, especially if it's just the immersive view with the regular mouse/keyboard/sticks gameplay -- it's just that it takes a bit of committing. :7
 
I've been playing Subnautica using the SubmersedVR mod. I don't find any problem with the HUD being stuck on my face. Could also have it as a projector image coming from your suits chest so you only see it if you look down - similar to the lower panel in ships/SRVs.

Honestly I haven't played Elite in a long time due to the way Odyssey works in VR. It's not even curved or on a black background!
(previously played almost 2000 hours)
 
The thing about FDEV's solution to this which bites so hard is that VR works on foot. Open your camera mode... its all there.. frame rates are similar to the rest of the game. They were just too lazy to create a helmet "cockpit" for us, and let the players find their own performance sweet spots for the way they want to play the game.

All the other arguments I've heard in this debate about why they can't implement it just seem like rubbish to me.

Elite is a seated experience. We don't need room scale VR or motion controllers for this. No one is going to want to stumble out of their chair whenever they land at a settlement. Using a controller, or mouse and Keyboard (for the old pc gamers like myself), will work just fine. And again... saying that gamers will get motion sick or will have a bad experience is rubbish. Optimising that experience is up to the individual. Just like all VR optimisation is.

FDEV haven't actively supported VR since Odysseys release. Yet amazingly the new ships cockpits work perfectly in VR. Baffling. If they build a helmet hud to the same specs the game will cope. There is no massive amount of work required here. They just have to create a 3d in game environment for the helmet, just like they create every other in game 3d space. As catpopup mentioned. Carrier interiors render perfectly in VR when they glitch into existence. I'm sure station interiors will too.

I can maybe understand FDEV's reluctance to having to deal with complaints about Odyssey's performance at release in VR, but honestly everyone was complaining about performance then it was so dreadfully bad. Those issues have been resolved, and there really is no obstacle for giving us a better on foot experience in VR beyond your own utter unwillingness to do so.

And because of that stubborn unwillingness, you ruin the absolute best implementation of your own game.

Great job.
 
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