VR support 'not at launch' for Odyssey

VR's dead
do yourselves all a favour,
and admit it
VR is gaining traction, acceptance and technological accomplishment, in that respect 2d is dead but doesn't know it....

...however, given the comments emanating out of frontier, I am gradually leaning towards admitting that VR in elite is dead.
 
VR's over guys
socially awkard guys wearing headsets in their spare bedrooms is so not the future
adapt :ROFLMAO:
You don't know what you are talking about. The only real issues with VR is with software developers trying to get too clever with the user interface solutions. Game developers in general should stick to head-tracking only except for perhaps VR sports or VR manual-systems training.

VR as a head-tracking/3D-display if anything is at a fair and reasonable place at the moment.
  1. The price aspect is a bit of a false argument since it is definitely better than a multi-monitor/simpit solution with similar FoV/Viewing angle coverage. It may be still too expensive for some but that applies to other things too.
  2. VR standardisation has got behind the the OpenVR/SteamVR software API standard so is not fragmented as it once was
  3. Cordless head-tracking solutions are available as are ones that do not require "IR lighthouse" stations
  4. The current optical resolution of VR headsets is close enough to a standard desktop monitor setup
  5. Related "optional" supplemental technologies (e.g. haptic gloves) are still being developed and while currently pretty expensive they are becoming cheaper.
VR is not a new thing, it has been around for over 20 years in various forms. The Oculus and HTC VIVE were really just the first non-industrial solutions to bring 1080p resolution (and more recently above that) per eye into play and at a refresh rate that most gamers would be willing to accept.

VR is anything but over - it may be over the initial consumer "honeymoon" period but the technology is still advancing and gradually becoming more accessible. It may be a few years before things get to smaller and/or lighter packaging but it is getting there slowly.
 
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Lol

It’s over man

sorry to break it to you
Sorry to break it to you, but if all you can do is repeat the same old tripe without any basis in fact then your argument is the only thing that is over.

There may not be many AAA VR games at the moment, but that is besides the point and not entirely unexpected. It took a number of years before a significant number of games started to properly capitalise on multi-core processor designs and even now they could perhaps do better than they are doing currently (at least for most games). The patterns for that have been around for a long time too.
 
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You don't know what you are talking about. The only real issues with VR is with software developers trying to get too clever with the user interface solutions. Game developers in general should stick to head-tracking only except for perhaps VR sports or VR manual-systems training.

VR as a head-tracking/3D-display if anything is at a fair and reasonable place at the moment.
  1. The price aspect is a bit of a false argument since it is definitely better than a multi-monitor/simpit solution with similar FoV/Viewing angle coverage. It may be still too expensive for some but that applies to other things too.
  2. VR standardisation has got behind the the OpenVR/SteamVR software API standard so is not fragmented as it once was
  3. Cordless head-tracking solutions are available as are ones that do not require "IR lighthouse" stations
  4. The current optical resolution of VR headsets is close enough to a standard desktop monitor setup
  5. Related "optional" supplemental technologies (e.g. haptic gloves) are still being developed and while currently pretty expensive they are becoming cheaper.
VR is not a new thing, it has been around for over 20 years in various forms. The Oculus and HTC VIVE were really just the first non-industrial solutions to bring 1080p resolution (and more recently above that) per eye into play and at a refresh rate that most gamers would be willing to except.

VR is anything but over - it may be over the initial consumer "honeymoon" period but the technology is still advancing and gradually becoming more accessible. It may be a few years before things get to smaller and/or lighter packaging but it is getting there slowly.

I just chimed in on another thread about the "fragmentation" of VR being mitigated by OpenXR, which is really the son of steam VR, but is OS agnostic, you can hook Open XR on Linux, so it wouldn't be a quantum leap to move that to consoles too. "One ring to rule them all, One ring to find them, One ring to bring them all and in the darkness bind them." Sorry one API to rule them all...

Apart from which, the Reverb G2 headset is a watershed moment for the adaptation of VR, it is genuinely the top tier headset on the market just now, and totally out performs the top tier gaming monitors:
2160x2160 per eye @90hz +360 tracking and 6 degrees of freedom for £649 including delivery and taxes to UK
OR
3840x2160 on a 32" screen at arms length @ 60 hz without any head tracking or degrees of freedom £829.99
 
Sorry to break it to you, but if all you can do is repeat the same old tripe without any basis in fact then your argument is the only thing that is over.

There may not be many AAA VR games at the moment, but that is besides the point and not entirely unexpected. It took a number of years before a significant number of games started to properly capitalise on multi-core processor designs and even now they could perhaps do better than they are doing currently (at least for most games). The patterns for that have been around for a long time too.
I grabbed some facts for you in the post immediately above this one :)
 
Luke Betterton: Elite is obviously a very nice VR game. You sit in the cockpit, and you're in front of the stars. It lends itself perfectly to VR. I'm really glad that we did add VR support because it's pretty awesome, it is quite an experience. Being able to run around on foot, though, is very much a different experience. We're still looking at the way that we would tackle that if we need to. Or if we decide that we think we can get a good way of doing it. And sure, like, that's something that we'll tackle, but for the moment, we have to focus on the actual main experience and getting that working the way that we really want it to feel. So on day one, there won't be any VR support. But we're not saying never, it's just we need to focus our efforts elsewhere right now.
You may not be saying never but going by your companies past actions* you may as well say it.
* Obviously apart from adding that basic orrery and finally dragging CQC into the main game some few years after it was worth it.

Ok... Am-I-the-only-one(TM), really, who detest the curved screen trend?
...
Maybe not. I'm an oddball - 27in curved monitor in RL and would've gone for the curved TV but got outvoted :) No one else I know has a curved monitor.
Tis a sad day when even the moderators have deserted the thread.
 
Granted it's not a flat refusal "not gonna happen - move on VR nerds!" comment from Game Designer Luke Butterton, so maybe there's hope, but I honestly think the comments "We're still looking at the way that we would tackle that if we need to. Or if we decide that we think we can get a good way of doing it. " and "we're not saying never" is not a good omen...
You may not be saying never but going by your companies past actions* you may as well say it.
I know it can be difficult doing verbal interviews and sometimes things get said in passing that then get micro-analysed when transcribed - but hey-ho here I go, ‘tis the internet after all...

“We're still looking at the way that we would tackle that if we need to.” - Hmmm, looks to me like the current thinking is we don’t need to.

“Or if we decide that we think we can get a good way of doing it. And sure, like, that's something that we'll tackle...” - At first I thought the last part was was a confirmation of “we’ll do VR in the future” but after a few more readings I think it’s more “we might tackle having a think about VR in the future.”

“So on day one, there won't be any VR support. But we're not saying never, it's just we need to focus our efforts elsewhere right now.“ - Understandable that they want to give EDO a good launch, but I’m thinking along Mr. Kaos’ lines here :)

For me, this is like having déjà-vu from the mid to late 90’s - a certain X Wing Vs Tie Fighter dragged me away from FE2 & First Encounters back then, and it’s only just over a month to a certain Star Wars flavoured VR-enabled release...
 
Being able to run around on foot, though, is very much a different experience. We're still looking at the way that we would tackle that if we need to
If we need to? strange answer.
I think that's in reference to if they try and do VR first person. They are seemingly looking at having a way to switch from VR in flight to non VR on foot. It may be decided that the switch can't be done of course, and then they will need to decide whether to do VR at all.
 
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