Whats the verdict? How does the new update play in VR?

Yeah gamma all the way down and there are no they brightness settings. Windows settings have no effects in VR

Dropping gamma for VR hasn't been advisable for over a year, and this time around they have improved on the lighting even further.

Try default, or you will be missing like half the detail at either end of the bright and dark end.
 
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Just bind all things to your HOTAS\controller and make sure that grid is enabled, it takes a little while to get the 3d pan and zoom down.
After a few weeks you shouldn't have any trouble.

...You just gave me an awesome idea for using my new rudder pedals to help with VR galaxy map...hadn't thought of it until just now!
 
...You just gave me an awesome idea for using my new rudder pedals to help with VR galaxy map...hadn't thought of it until just now!

If they have a single toe brake axis it is worth using a third party app to split it into two. You can then bind one toe brake to vertical up & the other to vertical down for both ship and galmap control. It's honestly worth investing some time into setting that up.
 
...You just gave me an awesome idea for using my new rudder pedals to help with VR galaxy map...hadn't thought of it until just now!

Well, not map related but I use the rudders and toe brakes for controlling the srv turret now as well.
By using the gremlin to merge the toe brake axes into one.

Now, that took a litte while getting used to but boy did it give me a decent boost in accuracy after loosing my analog thumbstick :p

overcome.jpg
 
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Well, not map related but I use the rudders and toe brakes for controlling the srv turret now as well.
By using the gremlin to merge the toe brake axes into one.

Now, that took a litte while getting used to but boy did it give me a decent boost in accuracy after loosing my analog thumbstick :p

Not a bad idea! I use mine for acceleration and brake in the SRV though :S - Those toe brakes are damn useful!
 
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Before the update i was getting 90fps constantly, asw off. Now it's dropping to as low as 75 on planets if I'm using the free cam or 80-85 when just flying over planets and looking around.
Everytime it drops I'm getting stuttering in the headset which is very annoying.
I'm using a rtx 2080 and oculus rift.
If anyone knows a fix I would really appreciate it.

PS Graphics look pretty cool.
 
I just got a VR setup going, and I love it, but I am finding the Galaxy Map unusable. Does anyone know the trick to using the Gal Map in VR???

My first VR headset arrived today at 12.30, by 1.00pm I was up and running and ready to try out Elite. At 5.30pm my wife came home to find me still failing to get to grips with GalMap. I've got as far as working out I need to find a way to control everything with my HOTAS and VA.

Apart from my newbie struggles I'm absolutely blown away. Amazing fun!
 
The only bug I'm seeing in VR is switching from surface scanner to FSS -- actually, not exactly sure how it's happening yet, but it's been consistent, so I'll file a report on it later -- when I do, I get thrown to the back of my DBX. My view-point literally moves directly behind the flight deck (guessing) about 100 feet or so. I mean I'm literally staring at my command chair from way back there. Other than that, I haven't noticed any serious bugs.
 
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Ghastly blacks in normalspace

On Oculus- I'm wondering if I'm even seeing what other people are because it looks so incredibly awful that to me it's unplayable. Everything is so bright and washed out, not just the stars but literally everything, it's like someone's shining a flashlight into my headset. Am I the only one noticing this?

Yes, I'm struggling with what sounds like the same issue. Was beautiful, now is a ghastly washed out mess.

I've done the NVIDIA control panel limited>full HDMI plug swap dance, and that's not helping. It sounds like this may have been nixed by NVIDIA anyways at Oculus' request (per some more recent posts by Flexy) in a recent update.

It appears that my Rift is capable of drawing good blacks - witchspace blacks are beautiful, and the black panels of the station UI are deep black. Supercruise is somewhat milky and normal space is medium gray, with no black at all. I've got the in-game gamma set as low as it will go.

Normal space flying looks totally awful, and is profoundly disappointing. I'm also super confused as to why some seem to be having such excellent results.
Nothing super strange about my rig - GTX 970 card, CV1 Rift.

Currently my hopes are pinned to the excellent DrKaii's efforts to update ED profiler. I've googled my fingers off and am not finding other helpful leads atm, so I'm swimming in a milky galaxy till something gets sorted out. :(
 
I just got a VR setup going, and I love it, but I am finding the Galaxy Map unusable. Does anyone know the trick to using the Gal Map in VR???

Keybinding for GalMap in VR are a nightmare! - I struggle every time.

Overall I'm finding VR okay in 3.3 - The Mamba cockpit is great! loved look around it, landing that ship is pain ( no down view ) even though the landing gear are permanently lowered ( bug - it's been logged ) - also the station menu looks tiny in the Mamba, very strange.

I did get a few stutters at times and for some reason my keyboard stopped responding so I couldn't hit escape to get out of the game while I was in flight - it worked once I'd landed.
I've not tried the FSS ( or as it's becoming better known :) ) in VR - I still struggle with it a bit in normal play with a HOTAS - thinking of following in ObsidianAnts steps and getting a gamepad for the FSS.
 

Avago Earo

Banned
I just got a VR setup going, and I love it, but I am finding the Galaxy Map unusable. Does anyone know the trick to using the Gal Map in VR???

In the Control Setting, you can bind your HOTAS (I assume you're using one in VR) to navigate the Galaxy and System maps. The one personal bit of advice for this is that I found I needed to zoom in without using the throttle, because it would still propel the ship (dangerous if you can't see the cockpit). In the galaxy map, each star has a 'stalk' that it sits on, and this is rooted to the grid. Your left/right backwards/forwards bindings will lock on to the disc shaped base of the stalk when your reticle gets close enough to it. Moving up and down moves the grid with your Point Of View, so the stalks vary in length, and zooming in helps narrow it down to the general area. The key binds used for navigating panels can be used to select options on the star, such as selecting it to jump to and I think they mirror the bindings that are all ready set for navigating menu's.

I know my explanation might not make sense when reading it, but I think you'll understand what I mean when you try it out for yourself.

(This is copied from a reply I made in another thread if it sounds familiar)
 
Yes, I'm struggling with what sounds like the same issue. Was beautiful, now is a ghastly washed out mess.

I've done the NVIDIA control panel limited>full HDMI plug swap dance, and that's not helping. It sounds like this may have been nixed by NVIDIA anyways at Oculus' request (per some more recent posts by Flexy) in a recent update.

It appears that my Rift is capable of drawing good blacks - witchspace blacks are beautiful, and the black panels of the station UI are deep black. Supercruise is somewhat milky and normal space is medium gray, with no black at all. I've got the in-game gamma set as low as it will go.

Normal space flying looks totally awful, and is profoundly disappointing. I'm also super confused as to why some seem to be having such excellent results.
Nothing super strange about my rig - GTX 970 card, CV1 Rift.

Currently my hopes are pinned to the excellent DrKaii's efforts to update ED profiler. I've googled my fingers off and am not finding other helpful leads atm, so I'm swimming in a milky galaxy till something gets sorted out. :(

In the beta I did notice that systems with bright stars caused the game to become a little washed out while ones without looked fine. Funny, the affected systems even seemed to screw up the brightness inside starports which was odd as the sun shouldn't be able to penetrate solid metal.... I'd hoped to see that fixed, maybe worth flying to another system to confirm.
 
I really enjoy the new graphics in VR. The contrast is better, making text better to read (at the cost of a little harder pixelation) and the colors are more vibrant, making everything a little more spectacular. The ambient lighting has improved tenfold and really adds to the mood. The pitch black dark sides of planets in combination with the new nightvision sytem is nothing hut awesome and the volumetric lighting in foggy environment like planetary rings... Wow. The week between beta and release was really hard... The new visuals are really the job in VR.
 
In the beta I did notice that systems with bright stars caused the game to become a little washed out while ones without looked fine. Funny, the affected systems even seemed to screw up the brightness inside starports which was odd as the sun shouldn't be able to penetrate solid metal.... I'd hoped to see that fixed, maybe worth flying to another system to confirm.

Did some confirmationizing.... I'm putting this out there mostly for the record in case it helps people who actually know what they're doing (DrKaii), etc).
You are correct. Some systems are much worse than others.
I noticed the following:
The haze actually disappears as the FSD charges, in three stages about at each third of the charge bar, causing the milky blacks to step toward decent black levels.

supercruise is better than normal, but still hazy.

I dug up this old thread:
https://www.reddit.com/r/oculus/comments/6tca7t/why_you_may_need_to_disable_spud_oled_mura/

I know opinions vary, but I was at a loss so I gave disabling the SPUD via those instructions a try...

MAJOR improvement. Not perfect, not the inky blacks I had before the update broke EDProfiler, but playable for sure.

There is STILL the same haze effect. Its worse near stations, etc. But it was dramatically lessened for me due to the SPUD regedit.

I'm guessing what I'm seeing is just the new lighting model running in to the Oculus' locked down gamma / saturation settings and resulting in a sub-awesome experience. I think it's safe to say based on issues like the red-tint debacle that Oculus' hardware performance is not an uniform as they would like, and one CMDR's HMD is not necessarily like anothers. So perhaps that's why the update is so swish for some and so /barflemilky for others?

Anyways, that's what I learned tonight, hope it helps someone somewhere out there return to the -mostly-black.......

*gn
 
I had my first go last night and was having some really weird issues.

For some reason I kept finding myself in the middle of my ships hull with the DSS about 100 feet away in front of the ship. Another one was after opening the codex while in the DSS using ‘o’ and nothing happing, I’d close the DSS and end up in the middle of my ship again. The only way out was to open the FSS and close it again which then showed the codex. This ended up happening everytime and i had quit the game to get out of the weird loop.

Also how the hell to you stop the planet showing as blue after a DSS? Trying to land on it after is horrible, there is something wrong with the 3d as you get close but I can’t find a way to clear the blue that covers a planet?? :(
 
Yeah those sound like some weird issues.

As for the last part switching back to combat mode turns off the various overlays from surface scanning.
 
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