The Vive discussion Thread

Viajero

Volunteer Moderator
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I don't own a Vive yet, but I follow the issue closely.

The point is that we need an official reply from Frontier themselves regarding the issue, people coming up with their own fixes currently have all proven to not solve the real issue at hand and I've seen people cancelling/swapping orders of their HMD's because of this.

Considering the game is displaying fine on Rift and it only affects text in the game you would think this would be a game side issue, especially since other games on the Vive (even cross HMD games) don't have this issue. Plus, adjusting stuff like supersampling has a huge impact on performance on a lot of machines, which renders the game unplayable nonetheless.

A simple yes or no from Frontier regarding whether or not they are working on a fix would suffice, just something would be better than leaving players completely in the dark!
 
There you go: https://www.reddit.com/r/EliteDange...l_the_vive_get_proper_elite_dangerous/d2pj9mk:
Hijacking this for visibility. :)

We are aware of these reports that the Vive's visual performance isn't matching the Rift currently, and this is something we are certainly looking to address. I've discussed this previously on another thread about resolution on the Vive.
I get that the comparisons right now can be frustrating if you've opted with the Vive, but I'd like to assure you that we're very aware of this feedback and encourage people to continue providing images and experiences, as the community graciously has been so far.


CMDR Sticks
 
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I have always been a fan of Frontier and have bought all of their games (including the Planet Coaster beta) and think they make amazing games, but I am so disappointed to not even get a hint as to when the Vive fixes will come. Their announcement of supporting the Vive is what me made me buy one and I have completely stopped playing ED until I can play it in VR. Please guys let us know where you are with the issue, even if its some way off, atleast we know the end is in reach and can get excited about ED again.
 
Thanks, but to be fair that's still no real answer. "We're aware of it" isn't going to cut it, they basically already said that two weeks ago, so what happened in the meantime? Absolutely nothing...

We need real answers and updates, not the generic support response.

I would suggest holding back the pitchforks for a couple more days. With 2.1 about to ship this may well be yesterday's news as soon as that drops (sure it sucks if you are a vive user and have to wait till it comes out of beta but at least if it is fixed then you know it is coming)
 
I would suggest holding back the pitchforks for a couple more days. With 2.1 about to ship this may well be yesterday's news as soon as that drops (sure it sucks if you are a vive user and have to wait till it comes out of beta but at least if it is fixed then you know it is coming)

I really doubt that they have a Vive VR fix at the ready for that beta. Also, there is absolutely no reason to hold back information like this because they want to surprise us for fixing something.. Things like this just should be a priority hotfix (no need to put an entire team on it anyway), if I read from Vive Pre owners they said it used to work fine before they updated something, if both the Oculus and Vive were running fine before this update a rollback or partial fix would seem in order.
 
This is an interesting video, it's about a year old but provides some insight into the issues with VR.

I didn't realise VR renders at 1.4 x the screen resolution.

Also about normal graphics rendering (normal maps) can be problematic meaning the extra load is not just about having to render two screens there's a lot more to it than that.

(I do not know much about this topic, still an interesting video)

[video=youtube;JO7G38_pxU4]https://www.youtube.com/watch?v=JO7G38_pxU4[/video]
 
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Notice lots of mods going on with the Vive, been book-marking them but just found this: https://www.reddit.com/r/vivemodders

All sorts of rubbish in there, maybe even some useful stuff.
Thankfully, more knowledgeable people than I are working on it. The fix will be released when done and I'm not putting my fist through my monitor when I get my Vive. So I'll have a backup until they do get it working.

Should have it by weeks end if all goes well.
 
I just bought Elite Dangerous for my first time yesterday. I am appalled by how poor the image quality is on the HTC Vive. Text is difficult to read, requiring me to lean forward. Textures are blocky. straight lines are aliased like crazy causing an obvious shimmering effect.

I'm glad that my performance has been A-OK on VR High, but the image quality is so bad I am nearly getting headaches.

I took a couple photos just to give a general idea of what the game looks like in my headset. These aren't scientific, but very close to showcasing what I see when I play.

Images:

http://i.imgur.com/MwiTaY5.jpg
http://i.imgur.com/pIMvS0W.jpg

I paid full price for this game and desire to play it daily due to how well it style meshes with my tastes, but I got it for VR and need it to look better than this.


Going to try VR Elite for the first time tonight myself. I'm curious as well as nervous. Got my Vive yesterday. I hear changing the HUD color to Green or a hue of green helps with text clarity.. while not ideal, it may be ok as a band-aid until (hopefully) the matter is actually fixed. I'm going to give them a compare.

The Vive totally blew my mind yesterday... but with other games. I figured I'd play around with the more light hearted stuff before trying to jump into Elite. I wanted to see how stuff was suppose to look before seeing Elite in action. I wanted some rough reference to go by.
 

Viajero

Volunteer Moderator
*Mod hat off

Just in case it has not been posted yet:

http://www.gamerevolution.com/features/htc-vives-resolution-issue-in-elite-dangerous-is-damning

The article seems to assign a large chunk of the blame onto the Vive device though. That is a surprise to me, as by reading the forum threads you get a different impression. I am sure FDEV can optimize some aspects while Vive fixes some of its issues, but I really hope it does not come at the expense of overall detail in the game.

Based on my limited testing, I am under the impression that a major part of these image quality issues stem from the display design of the HTC Vive. This includes everything from its screen to its field of view (FoV) and lenses. When playing other games I haven't had too much trouble reading text that's in the "sweet spot", but these games have been optimized specifically for HTC Vive. Not every game will be HTC Vive exclusive, and in the case of most large-budget titles that support VR in the near future, Oculus Rift CV1 will be the primary HMD to receive development time, just like in the case of Elite: Dangerous.
 
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But there are many cross-HMD games out there already that don't have this issue. And I doubt the Vive team has been fixing any issues those developers ran into. So I still believe this must be fixed on Frontier's end. But I hope not that they're just gonna shove it aside because prime development (apparently) takes place on the Rift. if this is the case they should stop advertising the game as a VR title in general because it just could as well be an Oculus exclusive at this point...
 
*Mod hat off

Just in case it has not been posted yet:

http://www.gamerevolution.com/features/htc-vives-resolution-issue-in-elite-dangerous-is-damning

The article seems to assign a large chunk of the blame onto the Vive device though. That is a surprise to me, as by reading the forum threads you get a different impression. I am sure FDEV can optimize some aspects while Vive fixes some of its issues, but I really hope it does not come at the expense of overall detail in the game.

No, it's not the device. It's not about the "sweet spot" or the lens design. It's about the resolution of the damn game. It's always been about the resolution of the game. That's something FDev needs to fix. If it were a Vive problem, it wouldn't magically look better by upping the Supersampling to 1.5x or 2x.

You'll notice no other games people are playing have a discussion like this about resolution issues. You know why that is? Hint: It's because the Vive doesn't have a problem. But ED certainly does.
 
I just had my Vive delivered yesterday. Looking forward to trying this out in ED at some point but I'm in no hurry. I'm sure they have other things on their plate right now.

On another note, considering summer is fast approaching, I always found that I got hot and sweaty while using the DK1 and DK2 and my quick go with the Vive last night seems to be the same. Has anyone come up with some kind of buskers-like mount for one of those little hand fans blowing air over your face. :)
 
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I have my Vive now for 1 week and have tested it quite extensively. Unfortunately I have to confirm all the observations about the bad visuals. And not only this, ED is the only game on the Vive which shows severe stuttering and frame drops, which in my case induces nausea very quickly.

I have a i7 4770K 16GB Ram and a MSI 980Ti Gaming gfx card. So it is definitely not my setup. ED could be really phenomenal, but alas right now it is not.

FDev has definitely a Vive, as I remember David Braben talking about his VR experience in a Vive. This was shortly before Horizons was released and it was clear, that it will still only support DK2 with the old SDK. All reports from back then were very positive regarding the Vive. Something has changed in the meantime, e.g. the mainly VR related patch to support the CV1. I really hope ED will figure it out once the 2.1 stress has settled a bit.

For now I will continue testing and playing with the Vive and ED, but not as my main setup for ED.
 
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