Indeed. But if you’re going spend your time dismissing the legitimacy of related fan concerns, as you have been, you might want to try and at least get the basics right.
What are you talking about ?.
Indeed. But if you’re going spend your time dismissing the legitimacy of related fan concerns, as you have been, you might want to try and at least get the basics right.
So, the takeaway from today’s livestream:
Not much, but an improvement on just letting the question of whether VR is being considered hang in the air.
- VR is still ”not at launch”.
- VR is being actively considered.
- Quoted issues are mainly concerns for player nausea.
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.
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.
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.So, the takeaway from today’s livestream:
Not much, but an improvement on just letting the question of whether VR is being considered hang in the air.
- VR is still ”not at launch”.
- VR is being actively considered.
- Quoted issues are mainly concerns for player nausea.
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.
What are you talking about ?.
Question for the VR tech savvy, nausea would suggest performance and frames per second related issues, correct?
Your posts.
The no VR doom narrative in Odyssey is entirely reliant on what FDEV have said which is not at launch and no estimate of a date for its inclusion.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?
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.
The no VR doom narrative in Odyssey is entirely reliant on what FDEV have said which is not at launch and no estimate of a date for its inclusion.
Let's also not forget to remind them of PSVR.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.
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.Question for the VR tech savvy, nausea would suggest performance and frames per second related issues, correct?
And even if they add vr it's not that you can't play the game anymore. You can still play it as always.
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").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.
effectiveness is not and issues its the ability to do things that flatscreen players cannot do.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.
true and not true alot of games have breathing mechanic which means or crosshairs do move.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
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.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,
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.They should give as many specifics as early as possible just for the comedy when it changes.
How did you cope with people using vr in a ship with them cheating using head tracking all this time?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.