VR support 'not at launch' for Odyssey

With a Rift S, I played the whole of HL:Alyx sat down, using the normal FPS movement method rather than the click-to-move method. I'm not entirely sure why I would need to stand up to use space-legs... not as if you are actually going to be walking anywhere. Much like switching to an xbox controller for driving the SRV, I cannot see picking up the Rift controllers when switching to legs being a particular challenge. I already do exactly that when I exit Elite to play something else.

While typing this it has occurred to me that I have very limited experience with how any other VR hardware works - I know my Rift S and that's it - so while I don't believe the Rift S would present too much of a challenge to integrate, maybe some of the others would?


I think what M4RTH4 is getting at is that: (A) They'd need to add motion controller support at minimum to match market expectations, & (B) There's an expectation of being able to play character gameplay via standing / roomscale play.

You can certainly then chose to play seated, but the above need to be accommodated as a rule.

Odyssey complicates things by having that transition between vehicles and characters. Accommodating a range of norms / preferences isn't insurmountable at all. It's just dev. (More dev than they've had to do to date etc).

In NMS (the most comparable game to ED on functionality), they went to town on the VR support to soften the transition between ship and character gameplay. They added virtual joysticks etc, so that people could control both ship & character with one control scheme (motion controllers). They fudged the standing play a bit (the UI doesn't rotate if you turn your body in roomscale), but ultimately it's pretty functional. Odyssey would probably require FDev to noodle around with their own solutions for smoothing out that experience where possible. For a high end release.
 
While typing this it has occurred to me that I have very limited experience with how any other VR hardware works - I know my Rift S and that's it - so while I don't believe the Rift S would present too much of a challenge to integrate, maybe some of the others would?
PSVR and controller would be fine for both legs and ships, and would be the default input option (given controllers are boxed in with console).
The T.Flight HOTAS 4 hits the same issues as PC, arguably worse as that contoller is on the budget end.
This is assuming PS5 and PSVR 1, as FDev may be able to limit VR support to just the PS5, as it's clear they could never get it working on PS4/Pro, so depends if Sony has loosened up on compatibility requirements.

If a PSVR 2 model comes out, then maybe room-scale and better "Move" controllers are on the cards? Really no word if Sony will even push out a new headet, or let VR die.
But just going with an assumption of continued support for PSVR 1, the extra grunt from PS5 should hit min game specs, and i'd hope the headset's native 1080p and 120Hz framerate too.

I've only tried hacking the PSVR onto PC a few times, and it worked decent enough. Enough to spoil the flat-screen version somewhat ;)
Source: https://www.youtube.com/watch?v=KQ73kFn2fVY

TBH i cant believe that video is three years old now, makes me sad to think i may never play officially supported VR in Elite now.
 
This has probably already been said, but I'll say it again, darn it!

There is a huge difference between Sitting VR and Standing VR, and are two separate beasts entirely. Unless you wanna be on a Segway, you'd have to physically get up out of your chair, and if you have a HOTAS In VR Spacelegs you're gimping yourself so hard we might have to call it BDSM. Some VR Games have an option for Sit or Stand, but those games also don't use nearly as complicated control schemes.

VR Might Come to Odyssey, I do not doubt that. But you have to understand why it won't be around at first. Try playing Hot-Dogs, Horseshoes, and Hand Grenades with a HOTAS while sitting down, then play Elite: Dangerous while standing up with your VR Wand Controllers, be it Vive or Index or whatever. Let us know how that experiment goes.
There is such a thing as a gamepad and it wouldn't be too difficult to put one somewhere you can find it, even with a HMD strapped to your face, and it works just fine for FPS gameplay.
 
There is such a thing as a gamepad and it wouldn't be too difficult to put one somewhere you can find it, even with a HMD strapped to your face, and it works just fine for FPS gameplay.
I cannot see why using a controller is so big a deal either. Ok it is not fully immersive but given that there is no easy way to modify gravity the moment you step on to a low G planet, you're going to come down to Earth with a bump. And let's not start on moving around your ship while in space.

I would rather have VR with a controller than no VR at all.
 
With a Rift S, I played the whole of HL:Alyx sat down, using the normal FPS movement method rather than the click-to-move method. I'm not entirely sure why I would need to stand up to use space-legs... not as if you are actually going to be walking anywhere.
Yes, same here. I've seldom stood up in VR (or in life ;)) in over 2 years.
 
Last edited:
I cannot see why using a controller is so big a deal either. Ok it is not fully immersive but given that there is no easy way to modify gravity the moment you step on to a low G planet, you're going to come down to Earth with a bump. And let's not start on moving around your ship while in space.

I would rather have VR with a controller than no VR at all.


It's not for those who don't get nausea from smooth turning. (The approx 20% who naturally don't, and the VR veterans who've adapted).

It is for those who do.

And that's an issue for people who make games ;). They don't want noobs faced with that issue on day one with their game. They don't want their game to be the platform where the user spends time overcoming that issue, and associating nausea with their game. They'd rather design around it.

(Hence why motion-controller based teleport etc still persists in most VR games, even though most people agree its pants ;). But thankfully there are slightly more 'naturalistic' solutions about these days. Controller-relative in particular.)

---

But if you're fine with console controller alone, come support the proposal in my signature ;). (It aims to dodge all those normal 'launch' requirements, and just get us a down and dirty build from day one 😄)
 
It's not for those who don't get nausea from smooth turning. (The approx 20% who naturally don't, and the VR veterans who've adapted).

It is for those who do.

And that's an issue for people who make games ;). They don't want noobs faced with that issue on day one with their game. They don't want their game to be the platform where the user spends time overcoming that issue, and associating nausea with their game. They'd rather design around it.

(Hence why motion-controller based teleport etc still persists in most VR games, even though most people agree its pants ;). But thankfully there are slightly more 'naturalistic' solutions about these days. Controller-relative in particular.)

---

But if you're fine with console controller alone, come support the proposal in my signature ;). (It aims to dodge all those normal 'launch' requirements, and just get us a down and dirty build from day one 😄)
My phone gives me a warning when I set the volume too loud when listening to music, still lets me do it though...
 
It's not for those who don't get nausea from smooth turning. (The approx 20% who naturally don't, and the VR veterans who've adapted).

It is for those who do.

And that's an issue for people who make games ;). They don't want noobs faced with that issue on day one with their game. They don't want their game to be the platform where the user spends time overcoming that issue, and associating nausea with their game. They'd rather design around it.

(Hence why motion-controller based teleport etc still persists in most VR games, even though most people agree its pants ;). But thankfully there are slightly more 'naturalistic' solutions about these days. Controller-relative in particular.)

---

But if you're fine with console controller alone, come support the proposal in my signature ;). (It aims to dodge all those normal 'launch' requirements, and just get us a down and dirty build from day one 😄)
Duly done but I am not sure it will fly...
 
My phone gives me a warning when I set the volume too loud when listening to music, still lets me do it though...


Any negative effect to the user comes years down the line in that example, not at the point of first contact with the product.

But I applaud your tenacity when it comes to missing the point on all this ;)
 
Back
Top Bottom