VR support 'not at launch' for Odyssey

So, the takeaway from today’s livestream:
  • VR is still ”not at launch”.
  • VR is being actively considered.
  • Quoted issues are mainly concerns for player nausea.
Not much, but an improvement on just letting the question of whether VR is being considered hang in the air.


Nice one, grabbed some excerpts. It was basically them re-iterating the Arf re-iteration, but this is how they put it this time:

Bruce: "We are absolutely looking to get VR into Odyssey. It's just a question of whether or not we can deliver that to the high standard that you guys deserve." [24m45s+]

Stephen: "I've done a couple of VR things. Nobody wants to play VR if it isn't done right, coz I mean it's not just like 'oh this isn't going to play well', it's you'll probably throw up on your lap. We don't want the bill for that, for people throwing up everywhere and having to clean stuff up [jokez]. So it's very important when it comes to VR and the implementation of it that we do it right." [25m55s]


Stephen mentioned the nausea aspect in a previous stream.
 

Viajero

Volunteer Moderator
Nice one, grabbed some excerpts. It was basically them re-iterating the Arf re-iteration, but this is how they put it this time:

Bruce: "We are absolutely looking to get VR into Odyssey. It's just a question of whether or not we can deliver that to the high standard that you guys deserve." [24m45s+]

Stephen: "I've done a couple of VR things. Nobody wants to play VR if it isn't done right, coz I mean it's not just like 'oh this isn't going to play well', it's you'll probably throw up on your lap. We don't want the bill for that, for people throwing up everywhere and having to clean stuff up [jokez]. So it's very important when it comes to VR and the implementation of it that we do it right." [25m55s]


Stephen mentioned the nausea aspect in a previous stream.
Question for the VR tech savvy, nausea would suggest performance and frames per second related issues, correct?
 
Nice one, grabbed some excerpts. It was basically them re-iterating the Arf re-iteration, but this is how they put it this time:

Bruce: "We are absolutely looking to get VR into Odyssey. It's just a question of whether or not we can deliver that to the high standard that you guys deserve." [24m45s+]

Stephen: "I've done a couple of VR things. Nobody wants to play VR if it isn't done right, coz I mean it's not just like 'oh this isn't going to play well', it's you'll probably throw up on your lap. We don't want the bill for that, for people throwing up everywhere and having to clean stuff up [jokez]. So it's very important when it comes to VR and the implementation of it that we do it right." [25m55s]


Stephen mentioned the nausea aspect in a previous stream.

Did sound the most positive they have been on VR for a long time, fingers crossed.
 
So, the takeaway from today’s livestream:
  • VR is still ”not at launch”.
  • VR is being actively considered.
  • Quoted issues are mainly concerns for player nausea.
Not much, but an improvement on just letting the question of whether VR is being considered hang in the air.
I checked out the livestream and it does seem the prospects for VR in Odyssey is more positive than I had suspected. However, I suspect it will still require CMDRs reminding Frontier how important VR in Odyssey is to them. Limited good news.
 
Nice one, grabbed some excerpts. It was basically them re-iterating the Arf re-iteration, but this is how they put it this time:

Bruce: "We are absolutely looking to get VR into Odyssey. It's just a question of whether or not we can deliver that to the high standard that you guys deserve." [24m45s+]

Stephen: "I've done a couple of VR things. Nobody wants to play VR if it isn't done right, coz I mean it's not just like 'oh this isn't going to play well', it's you'll probably throw up on your lap. We don't want the bill for that, for people throwing up everywhere and having to clean stuff up [jokez]. So it's very important when it comes to VR and the implementation of it that we do it right." [25m55s]


Stephen mentioned the nausea aspect in a previous stream.

So the no VR doom narrative is entirely reliant on deliberately ignoring what FDEV have actually said about it. Lol, this place never changes.
 
Question for the VR tech savvy, nausea would suggest performance and frames per second related issues, correct?


It's definitely in the mix. Other key areas involve design though, IE aspects like locomotion in particular. Turning first person perspectives on the yaw axis with a stick is a classic nausea prompt in VR, with prolonged acceleration an area of concern as well. Then there's stuff like taking control of the player's perspective entirely (canned animations). Etc etc.

There's then a load of extra dev that can cascade from that. (If you include motion controllers for inputs, as they pretty much have to implement the alternate locomotion controls and match current industry norms, then you end up with a lot of bespoke dev potentially. The example I like to use is: Once you have hand aimed guns, you have to represent those hands and network them to show others. Once you've done that, in a 'realistic' setting like Elite, you likely have to add IK arms and network those too, because floating hands would look silly... ;))

Essentially there are a lot of details that need to be got right there for a AA+ experience.

I don't think we can read a huge amount into Stephen's reply on what precisely the blockers are.

Did sound the most positive they have been on VR for a long time, fingers crossed.
I checked out the livestream and it does seem the prospects for VR in Odyssey is more positive than I had suspected. However, I suspect it will still require CMDRs reminding Frontier how important VR in Odyssey is to them. Limited good news.


They honestly haven't said anything different there from prior statements to date. (And Bruce prefaced it all by saying he was essentially recapping Arf's recap from the other day).

So yeah, essentially: Want to add VR, and do it well. Not for launch. Will tell you if we know more. That's where we are ;)
 
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One thing I would say is, perhaps FD are tight lipped on details because they don’t have them.

If you look at the implementation of FC’s for example, they are still trying to correct that. Before them they announced a push back on their release date.

Maybe they figure they release the Odyssey DLC, see how that goes. If they then need another few months of correcting that, then any date they gave now for VR release will only get pushed back.

Whilst I understand the disappointment VR players must feel with ‘Not at launch’, you have to wonder that they feel it’s too ambitious to release it all at once with potential problems way bigger than they anticipated. They would appear to be doing it in steps and building in ‘wiggle room’ tine so they don’t have to face ‘you said X amount of time after release’ criticism later.

Just a thought.
 
I checked out the livestream and it does seem the prospects for VR in Odyssey is more positive than I had suspected. However, I suspect it will still require CMDRs reminding Frontier how important VR in Odyssey is to them. Limited good news.
Let's also not forget to remind them of PSVR.
Oh, and Xbox vr, if that ever becomes a thing.
 
Question for the VR tech savvy, nausea would suggest performance and frames per second related issues, correct?
For me that seems to be the case, With over 3000 hours in Elite VR, the only time I felt a little nausea was when Frame dropped.
After one of the updates Elite had trouble keeping the frame rate up, then Fdev did something and the low frame rate drops stopped, it was the update when they changed the lighting of Elite. I do believe that frame rate is key, it is important to have a good video card. I found a GTX 1080 works ok for Vive pro
 
the vr is a optional tool not many players have it so please explain to the class why players should be giving massive advatages in a FPS PvP just because they shelled out 400+ for an optional tool.
You seem to be arguing to maintain some hypothetical state of absolute fairness which has never existed in Elite Dangerous. Anybody playing ED on a 2080 Ti with a $600 HOTAS already has a significant advantage over someone else playing on a 1050 with a keyboard (because they "shelled out 400+ for an optional tool").

Meanwhile comparing VR vs non-VR players in an FPS environment is far more nuanced, and does not obviously favour the VR player overall as you seem to imagine. A sniping mouse user can easily position their crosshair on a distant target and their aim won't shift by a single pixel unless they deliberately move the mouse again (as both their hand and mouse are supported by the desk), whereas a VR player has to line up their virtual gun with both hands whilst looking through the scope and their aim will wobble all over the place with every subtle movement of their (unsupported) hands, torso or legs. Even breathing normally will shift their aim by a noticeable amount at typical scope magnification levels.

Similarly, whereas mouse and keyboard players just hit "R" to reload (which triggers a perfect reload every time), VR shooters tend to require the player to press a mag release button, grab a new mag from their chest, insert it and then c*ck the gun < *&%$£ profanity filter, sigh>, making reloading much more demanding and less consistent (and often leading to newbies dropping magazines etc when trying to reload under fire, something keyboard and mouse players never need to worry about).

Accurate grenade throwing is another example which requires considerably more skill in VR than simply pressing a key: typically the VR player needs to release or holster their gun, grab a grenade from their chest, pull the pin with their other hand and throw the grenade with good aim and the appropriate amount of force to get the desired trajectory (before having to physically grab their gun again to resume shooting).

As for your concern about VR players being able to blind fire over cover or around corners, this isn't really practical in VR for the exact same reasons it isn't practical IRL: all it would generally achieve is to give away your position and waste ammo.
 
As for your concern about VR players being able to blind fire over cover or around corners, this isn't really practical in VR for the exact same reasons it isn't practical IRL: all it would generally achieve is to give away your position and waste ammo.
effectiveness is not and issues its the ability to do things that flatscreen players cannot do.
VR player overall as you seem to imagine. A sniping mouse user can easily position their crosshair on a distant target and their aim won't shift by a single pixel unless they deliberately move the mouse again
true and not true alot of games have breathing mechanic which means or crosshairs do move.
Similarly, whereas mouse and keyboard players just hit "R" to reload (which triggers a perfect reload every time), VR shooters tend to require the player to press a mag release button,
ok as a person that owns a firearm i can reload my gun 10x faster than a in videogames auto reload. this point actually hurts your argument because it means vr players can actually reload faster than non vr players. I was gonna sit on this argument as i already had thought about it but since you decided to hang yourself with it fine by me. most video have some pretty slow reload times though the worse tends to be shotguns since no dev even acknowledges the quad load.

this is the should really highlight the problem with vr vs flatscreen vr has the freedom of control over nearly everything while flat screen its all scripted animations.
 
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They should give as many specifics as early as possible just for the comedy when it changes.
Why do you enjoy other people's misery . I will never get that attitude. Turn it on its head, imagine if it was the other way around. FD decided because ED was so much more impressive in VR they were going to go VR only and drop monitor support.
There was a huge backlash because half life Alyx was a VR only game because it did have mechanics which only worked in VR, and that was NEVER planned to be a monitor game. ED isn't like that because it has always been both. I dare say many of the people who bought on oculus store have never even seen the game running on a monitor.

Personally I feel sorry for anyone who had access to the game and is suddenly unable to use it on their hardware..... Regardless of whether it is justified dropping it or not, actually enjoying watching other peoles dissapoinment is a worrying sign.
 
effectiveness is not and issues its the ability to do things that flatscreen players cannot do.

true and not true alot of games have breathing mechanic which means or crosshairs do move.

ok as a person that owns a firearm i can reload my gun 10x faster than a in videogames auto reload. this point actually hurts your argument because it means vr players can actually reload faster than non vr players. I was gonna sit on this argument as i already had thought about it but since you decided to hang yourself with it fine by me. most video have some pretty slow reload times though the worse tends to be shotguns since no dev even acknowledges the quad load.

this is the should really highlight the problem with vr vs flatscreen vr has the freedom of control over nearly everything while flat screen its all scripted animations.
How did you cope with people using vr in a ship with them cheating using head tracking all this time?

I don't even know why I am responding, your ignorance of this game combined with your dishonesty to win an argument makes it worthless. That you compare pressing a button on a keyboard to hold breath with a sniper scope to actually having to steady aim with a VR controller proves it beyond all doubt .

ED was a VR game. Up until this announcement a few weeks back you had to have assumed ED was going to continue to be a VR game, given it has always been sold as such even on VR only store fronts...... That you have suddenly got lucky that VR is being dropped is by the by. You bought a VR game and are now moaning that it is unfair.
Even FD have stated the issue is with nausea when playing , so it's not about PvP balance (I never believe it was to be honest, even if they used that as a reason I would not believe it going on all the other hardware they support making it "unfair".
Maybe FD could just drop PvP, that would solve s lot of problems and after all everyone can PvE. Indeed think of the console players who can't afford PSN+ or live gold. Your logic is it is unfair on them so dropping PvP seems ok by your own argumebt
 
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