Vive Pre - I've got to be doing something wrong. Anyone else?

strike suite zero is on there.... i own that and never knew it was VR supported!.

I wouldn't get excited, I don't think they ever upgraded VR support past the early DK1 runtimes. Even then the VR support was VERY bad, incorrect depth for crosshair, name plates and other HUD items made the game unplayable. Half the menu's didn't work in VR so after completing a mission you had to force quit the game and reload it in order to progress to the next mission. HOTAS / Rudder support in VR mode was broken preventing you from interacting with certain menu buttons.

The company basically sold the game as a VR compatible product, didn't finish the support, tried to resell the product under a slightly different name and then moved on to other projects leaving the "VR" mode broken. I would never purchase anything those guys make again.
 
thanks for the info... in which case that kind of undlerlines my point... steam needs to clean up what "vr support" means on their pages imo.
 
thanks for the info... in which case that kind of undlerlines my point... steam needs to clean up what "vr support" means on their pages imo.

Indeed, there are plenty of titles that work on the DK2 but are only 0.4 and 0.5 runtimes, which won't work when CV1 drops. However, there is currently no differentiator when browsing through Steam, although thankfully their returns policy would at least cover problems like this.
 
Indeed, there are plenty of titles that work on the DK2 but are only 0.4 and 0.5 runtimes, which won't work when CV1 drops. However, there is currently no differentiator when browsing through Steam, although thankfully their returns policy would at least cover problems like this.

AFAIK the "HTC Vive" and "Oculus Rift" tags work, these games have their info updated and show you if they are usable when "Seated", "Standing" and if it supports "Room-Scale". Elite shows support for HTC Vive and a seated experience. Have a look here, you can switch to the Rift on the right.
 
Frontier support is aware and they've told me they're gonna take a look first thing Monday morning. :)
How did you go with FD? From what you described it sounds like a resolution issue. Dirt Rally had the same issue for a while on the DK2.

Also, nice review.. assuming you are Lee from Ars Technica.
 
AFAIK the "HTC Vive" and "Oculus Rift" tags work, these games have their info updated and show you if they are usable when "Seated", "Standing" and if it supports "Room-Scale". Elite shows support for HTC Vive and a seated experience. Have a look here, you can switch to the Rift on the right.

excellent stuff, that is exactly what is needed. i assume to be there they have to support most recent SDK
 
How did you go with FD? From what you described it sounds like a resolution issue. Dirt Rally had the same issue for a while on the DK2.

Also, nice review.. assuming you are Lee from Ars Technica.

I am, yep. FD says that there's an edge-case bug with vive rendering that I've run into and they're chasing it down. So that's a good thing!
 
Sweet! Hopefully all the bugs will be worked out for launch or 2.1.

I decided to cancel my march Rift pre-order and go with the Vive. Roomscale and hand tracking are presence multipliers IMO. I'm going to wait though, my GTX780 needs to be upgraded to Pascal which is the cost of the Vive in itself. VR is not a cheap hobby.
 
Hi Lee - noticed in your recent article on Ars (not sure if I'm allowed to link here?) where you confirm that Elite will indeed support the Rift on launch that it also works effortlessly with the Vive:

"HTC Vive fans shouldn’t feel left out, either: Elite already natively supports SteamVR and the Vive, and it will continue to do so. (Anecdotally, I can confirm that the game indeed works effortlessly with the Vive Pre.)"

Any further details on what problems you were having as per this thread and how you solved them? (Anxiously waiting on my Vive arriving :D)

Cheers
 
You wrote "(Anecdotally, I can confirm that the game indeed works effortlessly with the Vive Pre.)" in your recent article. I'm confused. Did it work effortlessly with your Vive-pre (and therefore this thread is rubbish) or was that a bit of creative license?

I'm not trying to be a jerk and I understand your fondness of ED (we all have that here) but, isn't that a bit misleading? Perhaps I'm misinformed or haven't read this thread correctly but, given the issue you've had I'd gather the Vive-pre did not work "effortlessly" for you?

Again, I'm NOT trying to be a jerk but, wouldn't it have served your readers better to say you had a edge case issue with the Vive=pre that FD expects to have resolved before the release of the Vive? If indeed (I assume they did) say that?

I'm not an Oculus fanboy or a Vive fanboy, just found it a bit confusing.

EDIT: Answered in another thread.
 
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Quick update here—fdev has the issue figured out and it'll be fixed by the time Vive CV1s go out, so it shouldn't be a problem for anyone by the time Vives appear en masse. It's some kind of edge case bug that only a couple of us luck Pre users ran into.

(And see the other thread for my response to "effortlessly" vs. "bug-free")
 
Quick update here—fdev has the issue figured out and it'll be fixed by the time Vive CV1s go out, so it shouldn't be a problem for anyone by the time Vives appear en masse. It's some kind of edge case bug that only a couple of us luck Pre users ran into.

(And see the other thread for my response to "effortlessly" vs. "bug-free")

Great, thanks Lee.
 
Did the issue lee_ars had get resolved? I'm using a Vive CV1, and the game looks exactly like he describes. The resolution is abysmal, aliasing shimmer on all edges, text is unreadable and only barely when leaning right into displays. It looks almost like the game isn't rendering at the native resolution of the Vive and has a much lower vertical res than it should be. It must be E:D that's the problem, as no other (20+) VR games/experiences I'm playing have this problem, they look and play beautifully. I'm about to completely reset my E:D installation and settings and see if that might solve the problem.
 
FWIW, I followed up with Frontier last night on this. My press contact told me that the fix for the shimmier/aliasing (which they say affects only a small number of people, but unfortunately that number includes you and me) is still in work and has no ETA.
That's unfortunate, since previously they'd told me they wanted to have it fixed by the time the Vive CV started shipping.
So, as of today, it's still a thing for some people and there's really nothing you can do to fix it.
(source (reddit))

Just out of interest, what does your hardware/OS configuration look like, so I can judge the likelihood of being affected when my Vive arrives (GTX970/i7-4770/Win 10 Home here)?
 
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I have the Vive CV1 and see this exact same issue. Everything is aliased horribly and is shimmering all over the place. It is very distracting and appears to be a bug. I have tried changing many settings and they either do nothing or barely change the aliased look of everything. My specs: GTX 970 overclocked (Nvidia driver 364.72), i7-2600K overclocked, 16GB RAM, Win 10.
 
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I'm having the same problem with Vive CV1. My specs are GTX 980 Ti (364.72), i7-2600K, Win 10. Preview window has the same problem. The game looks like it is running at lower resolution than the native resolution of the Vive. Supersampling 2x helps but kills the framerate. ED is only utilizing ~50% of 980 Ti.
 
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