The Vive discussion Thread

Loaded up Elite on my Vive for the first time last night. I've had the Vive since Monday, but have spent a lot of time messing around with the various demos and other 'light' VR games. I figured I'd ease my way into VR rather than jump straight to Elite.

A few initial observations in my case...

-The resolution does seem 'off' compared to other VR titles. Still, I have to say its awesome, and when fixed will be insanely awesome.
-Jaggies/aliasing makes the game rough around the edges (pun intended). I hope this can be improved.
-With a greenish/bluish UI color, text is more comfortable. Yeah its not super sharp, but its passable. Default orange seems ok, but I'm starting to prefer cooler colors in VR.
-Shimmer certainly is there. Its distracting and annoying at times. Most notable in brighter areas, such as when in the docking bay looking around.
-I found with the Vive, having bluetooth enabled for the lighthouses causes terrible tracking issues. When disabled the problems go away. Bluetooth is known to be buggy apparently.. still something that needs some work. I didn't observe issues with Bluetooth enabled in other VR games so far, just Elite. I can't confirm for sure it is an Elite issue. I just suspect Elite is a way heftier game, so weak links in the VR chain may just emerge more readily.
-My X55 HOTAS would periodically stop responding in Elite, though the buttons showed as working in the X55 windows tool. I'd be stuck in VR at the starting screen unable to select any menu options. After a bit of fiddling, I moved the Vive to my USB 3.1 port, and left the HOTAS and other things on USB 3.0. Looks like it helped as I haven't had a control lockup since. I also unplugged the wireless Xbox controller from USB. I don't use it in Elite.
-Galaxy/System map in VR: Yeah, this needs some work. While it looks nice, the controls are quirky and selecting objects in the 3D space such as with a mouse doesn't work all that well. I guess its just one of those things that you have to get use to, quirks and all.


I played for a few hours last night. I'm eager to get more time in the cockpit tonight. All I can say is Elite in VR feels like nearly a completely different game. I've read what others have said about the game in VR, especially the scale of things. The ships, stations, etc. Yeah. Words don't do it justice. Going from flying an Anaconda in regular to VR was shocking, in a good way, to say the least. The ship is huge. I felt freaked out docking in a Coriolis for the first time... approaching the slot was daunting. When not in VR its a simple line up and fly in. In VR you are suddenly aware of the sheer size, scale, and dimensions of everything. I sat about 15 minutes on the landing pad at a surface port and a coriolis later. Just watching other ships take off and land.


When in dock I went to the outfitting screen. Large weapons are LARGE. Yeah. Before VR nearly every weapon looked the same. Small vs Large. The scale wasn't quite as apparent. The large cannon I have on the Conda's nose... holy moley. The ship's cockpit? Sweet! Everything is perfectly positioned. The sensor display is HUGE. It actually feels like the bridge of a large ship. Frontier did a great job. While not completely perfect.... this is the game I've been wanting to play since Elite of 1984.

I do need to get back to using VoiceAttack... while the HOTAS works great, the inability to directly see the buttons/switches may be a small detriment. I suspect quick reaction commands such as those for combat (chaff, etc) may be better done using voice command. I may also tweak my bindings... I suspect there are somewhat better ways to do things.
 
Hey all, just wondered if any of you Vive owners power off the light-houses at the end of the day, or just leave them running?
I'm aware the MTBF of the lighthouses is extremely high, so have been leaving mine on since I setup last weekend.


I just posted a note a bit ago about my new Vive experience...

Bluetooth has been flaky for me, especially in Elite. Its caused major tracking issues .. such as screen randomly going gray or completely gray requiring a game exit. Once disabled things seemed far far more stable.

That being said. I have bluetooth enabled most of the time when not in Elite. It didn't cause issues with VR in other titles so far. Maybe just by circumstance, I'm not sure. So what I've done is this.... 1> wait for SteamVR bluetooth to be improved 2> Turn bluetooth off when playing Elite 3>Leave bluetooth enabled the rest of the time. I do have the selection to auto power-off lighthouses on SteamVr exit. When I finished with Elite, I enable bluetooth and shut down SteamVR. Its a bit of a pain to do, but at this point it seems to be how things work. At least for me.
 
Just wondering: If the GPU can't reach 90 FPS, it drops first to half that speed (45 FPS), then to third (30 FPS), etc...
Could it be that when rendering at 45 FPS it uses 60-70% GPU, but since it can't reach 90 it will not even attempt to tax the GPU? Since I notice this happening in 2.0 (non-beta) as well.

Could be the mechanic for dropping framerate as FDev have implemented it.

I have a R9 390 and when a lot needs to be rendered it quickly drops to 45, 30 or even 22.5 FPS. The last two are completely unplayable in HMD.
I purchased some inexpensive Remote Controlled power points for 25 bux. I set all 3 of them them to the same channel, so with one click of the remote, the Two lighthouses and the power to the breakout box can be powered on and off.

I cant leave them on as it is setup in the lounge and kills my remotes for the TV / Home theatre system.
 
anyone read this? This chap seems to think its a mipmap issue.

I hadn't seen that, but thanks for the link. I'm glad he's proven it with evidence, since it was what I had concluded myself just from the behaviour of it.

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That being said. I have bluetooth enabled most of the time when not in Elite. It didn't cause issues with VR in other titles so far. Maybe just by circumstance, I'm not sure. So what I've done is this.... 1> wait for SteamVR bluetooth to be improved 2> Turn bluetooth off when playing Elite 3>Leave bluetooth enabled the rest of the time. I do have the selection to auto power-off lighthouses on SteamVr exit. When I finished with Elite, I enable bluetooth and shut down SteamVR. Its a bit of a pain to do, but at this point it seems to be how things work. At least for me.

Have you checked for mirrors? I was having tracking issues when looking specifically to the bottom-left. Everywhere else in the room was fine, but sitting at my desk and looking bottom-right made it go crazy. Eventually I realised I had a small mirror in my room and that was the issue - covered it up and perfect tracking!
 
Glad to hear there is maybe a generic problem with the in-game text - with luck, the revenue sensitive work is now well enough along, and VR a higher profile target that this can be addressed soon. Doesn't seem like a trivial fix though, even if its understood.
 
Everytime i go from map to cockpit, or hyperpace jump transition, i get a couple of seconds in the default steam vr white loading area. Does everyone else get this or is it my setup?
 
Everytime i go from map to cockpit, or hyperpace jump transition, i get a couple of seconds in the default steam vr white loading area. Does everyone else get this or is it my setup?

Yes in Beta 2.1 I get the frame rate drop to VR desktop under these extreme load cases.......hope its just the test server.
 
this is in 2.0.x for me..

Sounds like this is only affecting some users. I'm also on 2.0.x and I have yet to experience this in elite. Happens on loading screens on other VR games though . Running a GTX 780ti and a skylake i5 (6600 I believe) for reference.
 
Sounds like this is only affecting some users. I'm also on 2.0.x and I have yet to experience this in elite. Happens on loading screens on other VR games though . Running a GTX 780ti and a skylake i5 (6600 I believe) for reference.

im on a skylake i7 with 980ti.. so i dont think it is a performance thing. suspect steamvr setup...
 
im on a skylake i7 with 980ti.. so i dont think it is a performance thing. suspect steamvr setup...

Haha, yup. Definitely not performance then. Is your camera enabled? Mine is technically enabled, but I've noticed it disabled itself due to some sort of usb incompatibility. I've read about a lot of glitches lately that all involve the camera causing issues with tracking etc.

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im on a skylake i7 with 980ti.. so i dont think it is a performance thing. suspect steamvr setup...

Haha, yup. Definitely not performance then. Is your camera enabled? Mine is technically enabled, but I've noticed it disabled itself due to some sort of usb incompatibility. I've read about a lot of glitches lately that all involve the camera causing issues with tracking etc.
 
Hey all, just wondered if any of you Vive owners power off the light-houses at the end of the day, or just leave them running?
I'm aware the MTBF of the lighthouses is extremely high, so have been leaving mine on since I setup last weekend.
I unplug them when finished. There is a little interference with my IR remotes for TV and Cable boxes when they are on. Plus, the wife does not like the wires against the white living room walls.
 
Ok, had another little play in my Vive last night and one thing i'm noticing is the scale seems off? Everything seems a little smaller than usual and i'm sure this wasn't the case in my DK2.
The virtual body looks smaller and the hands and legs look wrong. I think this translates all the way into the cockpit and main game with everything having less scale than my normal experiences in the DK2.

I think UKRifter commented on this in one of his comparison videos. Is anyone else noticing this? I'm wonder whether to open a ticket to FD regarding this..
 
Ok, had another little play in my Vive last night and one thing i'm noticing is the scale seems off? Everything seems a little smaller than usual and i'm sure this wasn't the case in my DK2.
The virtual body looks smaller and the hands and legs look wrong. I think this translates all the way into the cockpit and main game with everything having less scale than my normal experiences in the DK2.

I think UKRifter commented on this in one of his comparison videos. Is anyone else noticing this? I'm wonder whether to open a ticket to FD regarding this..
That's not how it is in the DK2? You sure? Because that's definitely how it is in the Vive for everyone. Limbs look like they're owned by a 4' person. If we're supposed to look tall, we may need to report a bug.
 
Sorry, my sentence may have been a little confusing, but as i said, i tried the Vive and the scale seems off and this wasn't the case when using my DK2. Everything, i'm sure, looked a tad larger on DK2 and there was a better sense of scale all round.
 
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