Would you be ready to accept a DLC dedicated to VR

First I would like to know how many VR gamers in ED are really out there. Sometimes FD behaves like there is less than a thousand in total or some figure they can simply ignor to loose.
On the other end if that steam chart is really true I have my doubts on FD looking at Steam customers at all. Most likely their main customer base is not on steam or with Steam VR nor with Oculus.

But given the hours I would sink into the game with improved and on going VR support, sure I would share some bucks. It has been ages last time I spent money on ED. Can't remember the year actually....
 
With moderate fee, of course. After the release of Odyssey.

It could be a good decision to have a great VR gameplay, with touch controls, dedicated UI, a real dev team VR.

Also for the "base game" and "Horizons". The current integration is great, but there are many things to enhance, that have never been done.
I would pay. It would also encourage me to get the full kit as well.
 
Before I would pay more money I would need the current VR issues fixed. If the maps don't function in VR then VR is not done yet. I wont support adding more VR content till it works flawlessly. I dont need legs yet. I do need to be able to use the maps without removing my headset and typing names in to set up routes.
 
I would pay, problem is: i have lifetime thanks to Kickstarter, i get all DLCs for free. But from my point they could VR exclude from that, i would pay.
 
Before I would pay more money I would need the current VR issues fixed. If the maps don't function in VR then VR is not done yet. I wont support adding more VR content till it works flawlessly. I dont need legs yet. I do need to be able to use the maps without removing my headset and typing names in to set up routes.
A good point. That makes it not easier to get extra money for VR, expect they promise to make even such things better for VR with that money.

Main problem of ED is, they get too less money for a good development of the game. That is the main reason why development is that slow and bugs need too long to get fixed. I wished they had sold another DLC earlier to get this money. Many things would not happen in the last years.
 
...I only hoped that Knuckles would be recognised as Touch but it's sadly not the case. All the cool things he shows there like finger-pointing and touch sensing could work on the Knuckles but is not present in my Steam version. I need to look into their "Oculus build on Steam" and see if I can activate it.

Oh. Kind of surprising, given spoofing as Oculus Touch seems to be the default legacy mode, most of the time.

Have you tried jumping into SteamVR controller settings for the game (OldBindingsUI/SetupLegacyActions_tab/"Pretend to be this type of controller", up at the top), and selecting Touch?
 
Oh. Kind of surprising, given spoofing as Oculus Touch seems to be the default legacy mode, most of the time.

Have you tried jumping into SteamVR controller settings for the game (OldBindingsUI/SetupLegacyActions_tab/"Pretend to be this type of controller", up at the top), and selecting Touch?
Yup, sadly it doesn't work. I even installed oculus software in the background (I have an account on the OCStore and some freebies and From Other Suns). No worky. Well I recently dug out my old Viwands just to play X:R, but boy touchpads are horrible.
 
the game is pointless for me without vr but i'll still wait until frontier get their stuff together and actually publish something. we'll talk then.

re odyssey ... i've seen their 2d games, and i've seen their general concept of gameplay: activities for kids. i'm open to be surprised but i'm not even mildly interested, the only thing odyssey has going for is its integration into the galaxy sandbox. but, again, with their track record ... will see, but it's their move.

What a great idea. They could also remove HOTAS support and then charge you to put it back in again.

spot on! 😂

people still acts like they were some sort of ngo.
 
Before I would pay more money I would need the current VR issues fixed. If the maps don't function in VR then VR is not done yet. I wont support adding more VR content till it works flawlessly. I dont need legs yet. I do need to be able to use the maps without removing my headset and typing names in to set up routes.

?

the maps and the ui in general have a few quirks but i'd say they're pretty usable in vr. try out different controllers/bindings until you find one comfortable.

i have everything bound on hotas/pedals and i'm doing fine. side-scrolling in system map is very slow, specially for big systems forcing you to zoom all the way out on back in. however, you can also use the sidebar to move around. and selection is a bit tricky but overall it is quite usable, a good experience. the galaxy map in particular is amazing.

i agree keyboard input is so-so, it could use a virtual keyboard. i type blind or use oculus dash and a touch controller for anything sophisticated, but anyway i try to spend most of my time in the cockpit anyway, so i do any necessary planing and noting beforehand.
 
With DLC and by your wording it sounds as if you have a paid DLC in mind. Besides the potential trouble with LTP owners, you seem to suggest that money is the main issue - which I very much doubt. And if it's unsurmountable technical obstacles (which I strongly suspect), there's no money that will ever fix that. But if you doubt the words of FDev, there is no forum initiative that can remedy this.

Yes, the money is what I had in mind, at worst. To fund a VR dev team.

Now if you're right, and if it's only a limitation of the new engine... Nothing to do indeed.

But it would be a curious decision to rule out VR which is booming in simulators, and moreover in a game with VR already integrated and a very enthusiastic community.
But hey, why not. Managers can be strange and make serious mistakes :)

David Braben, 2015: « But what I suppose the concern is, when [VR] goes broad, if it goes broad, is seeing your kids on the sofa, even more disconnected than they are now, with headphones and headsets on, I think from a parental point of view is going to be a negative." »

I call that « the grandpa syndrome ». You see kids everywhere 😁 (Some movie makers are affected by this syndrome as well)
 
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the maps and the ui in general have a few quirks but i'd say they're pretty usable in vr. try out different controllers/bindings until you find one comfortable.

i have everything bound on hotas/pedals and i'm doing fine. side-scrolling in system map is very slow, specially for big systems forcing you to zoom all the way out on back in. however, you can also use the sidebar to move around. and selection is a bit tricky but overall it is quite usable, a good experience. the galaxy map in particular is amazing.

i agree keyboard input is so-so, it could use a virtual keyboard. i type blind or use oculus dash and a touch controller for anything sophisticated, but anyway i try to spend most of my time in the cockpit anyway, so i do any necessary planing and noting beforehand.
I have no problems with the UI in the cockpit. I have nothing but problems in the galactic map. I use Vive and X-52Pro no pedals Though with DCS I am thinking about a split throttle and adding pedals. for my Mi-8.
Anyway there is no aim point, no reticle for the HMD. You try to get a system to highlight so you can select it but you get anything but what you are trying to select. A simple dot to tell you where you are focused on the map. Instead of the system I have right in fromt of my face I get something at the back of the bubble move your head ever so slightly you highlight three other planets at various distances. Been this way since the beginning. Without VR you are only getting 1/3 rd of the games visuals.
 
Anyway there is no aim point, no reticle for the HMD. You try to get a system to highlight so you can select it but you get anything but what you are trying to select. A simple dot to tell you where you are focused on the map. Instead of the system I have right in fromt of my face I get something at the back of the bubble move your head ever so slightly you highlight three other planets at various distances. Been this way since the beginning. Without VR you are only getting 1/3 rd of the games visuals.

i might be missing something but there is a reticle. you just have to be aware that it resides on a horizontal (*) grid plane, and will snap to a body when its vertical projection on that plane is close enough to the selection circle. meaning your reticle is that plane, which you can rotate and pan, and any selection happens on that plane. you can't just aim at bodies in front of you, you need to figure out where on the horizontal plane their projection is and move the selection thing accordingly. sounds harder than it is, it's easier done than explained :)

(*) yeah, there's no up&down in space, but ... 🤷‍♂️
 
I have no problems with the UI in the cockpit. I have nothing but problems in the galactic map. I use Vive and X-52Pro no pedals Though with DCS I am thinking about a split throttle and adding pedals. for my Mi-8.
Anyway there is no aim point, no reticle for the HMD. You try to get a system to highlight so you can select it but you get anything but what you are trying to select. A simple dot to tell you where you are focused on the map. Instead of the system I have right in fromt of my face I get something at the back of the bubble move your head ever so slightly you highlight three other planets at various distances.
ROTFL... You would think after ALL THESE YEARS of people complaining about galaxy map (since at least 2016), Frontier would add a TINY LITTLE CORRECTION to the galmap vr code. Namely default camera start at an offset from the horizontal plane, so you can see the cursor. Which even snaps to systems. Shows how much they care, apparently.

Anyway @WolfgarVT, you just didn't bind the proper axis translation (can't remember which one that is out of my head, sorry) and are on (0,0,0) camera coordinates. No wonder you don't see anything, especially the cursor to select systems :D. Just "tilt" the camera like @znôrt said, and your experience will become (IMHO) even better with controller than the mouse, because you "snap" to systems.

Also didn't it occured to you that you're somewhat "holding it wrong", FDev being Jobs in this particular case? Because if you type "using galaxy map in VR elite dangerous", literally hundreds of videos will pop up. Here's one of them for reference:
Source: https://www.youtube.com/watch?v=xWkGW6AU33I

If you check all other vids, the first thing people do is change the angle from this silly (0,0) to a comfortable angle to the horizontal plane. I'm not saying it's your fault, it's totally FDevs fault for being lazy...

In fact, I just reported it. I would be grateful if VR players confirmed it. I will post it in a higher profile thread too ;-)
 
i might be missing something but there is a reticle. you just have to be aware that it resides on a horizontal (*) grid plane, and will snap to a body when its vertical projection on that plane is close enough to the selection circle. meaning your reticle is that plane, which you can rotate and pan, and any selection happens on that plane. you can't just aim at bodies in front of you, you need to figure out where on the horizontal plane their projection is and move the selection thing accordingly. sounds harder than it is, it's easier done than explained :)

(*) yeah, there's no up&down in space, but ... 🤷‍♂️
ROTFL... You would think after ALL THESE YEARS of people complaining about galaxy map (since at least 2016), Frontier would add a TINY LITTLE CORRECTION to the galmap vr code. Namely default camera start at an offset from the horizontal plane, so you can see the cursor. Which even snaps to systems. Shows how much they care, apparently.

Anyway @WolfgarVT, you just didn't bind the proper axis translation (can't remember which one that is out of my head, sorry) and are on (0,0,0) camera coordinates. No wonder you don't see anything, especially the cursor to select systems :D. Just "tilt" the camera like @znôrt said, and your experience will become (IMHO) even better with controller than the mouse, because you "snap" to systems.

Also didn't it occured to you that you're somewhat "holding it wrong", FDev being Jobs in this particular case? Because if you type "using galaxy map in VR elite dangerous", literally hundreds of videos will pop up. Here's one of them for reference:
Source: https://www.youtube.com/watch?v=xWkGW6AU33I

If you check all other vids, the first thing people do is change the angle from this silly (0,0) to a comfortable angle to the horizontal plane. I'm not saying it's your fault, it's totally FDevs fault for being lazy...

In fact, I just reported it. I would be grateful if VR players confirmed it. I will post it in a higher profile thread too ;-)
I thank you for the information.
I have no problem with my ignorance being pointed out. I have watched so many video on this game I am not sure why I never saw one on this subject.
I tell my customers at work that the only stupid question is the one they didnt ask!
Guess I should have asked a stupid question.

Thanks again for the information.
 
First I would like to know how many VR gamers in ED are really out there. Sometimes FD behaves like there is less than a thousand in total or some figure they can simply ignor to loose.
This is difficult to gauge, but not impossible I would say.
A quick google of "How many VR users are on Steam" yields there are 90+million users on Steam and 1.91% have a VR headset, so that is 1,719,000 VR users on Steam, which ignores those players outside of the the Steam VR ecosystem.

So then we come to an assumption of how many of those 1.7million Steam VR users have Elite Dangerous and given its a complete game rather than a tech demo masquerading as a game, my guess would be somewhere between 10% and 50%. So let's go conservative and say 20% which gives us 1,719,000 x 0.2 = 343,800 or if you go really pessimistic then 10% = 171,900 ED VR users.

That kind of assumptive population seems to equate with anecdotal evidence that there are more VR Elite Dangerous players than the initial "its 1.91% of all PC players" suggests and probably why we have 38 pages to date of support for VR in the neighbouring thread to this one.
 
I thank you for the information.
I have no problem with my ignorance being pointed out. I have watched so many video on this game I am not sure why I never saw one on this subject.
I tell my customers at work that the only stupid question is the one they didnt ask!
Guess I should have asked a stupid question.

Thanks again for the information.
It's bad UX design. Don't worry 😁
 
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