Elite: Dangerous launches Oculus Rift VR support on March 28

    
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The club itself is not elite.

Remember back in January when Eurogamer reported that Elite: Dangerous was dropping its long-planned support for the Oculus Rift in favor of SteamVR even though Frontier said pretty much the exact opposite before and after the article? Good times!

Today, Frontier has put a date on those really, totally happening Oculus plans: March 28th.

“Frontier was one of the earliest Kickstarter backers and developed Elite Dangerous with VR in mind. It also supports cross-platform multiplayer, which means you can explore the galaxy with players across Oculus, consoles, PC, and Mac. All current Elite Dangerous: Horizons owners can download the Oculus version for free! This special version includes the base game, along with the full season of Elite Dangerous: Horizons bonus content.”

To be clear, Frontier has noted that you don’t actually need to own Horizons specifically to play the game in VR. Check out the announcement video below!

Source: Oculus. Thanks, Cotic!
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Karl_Hungus GoJammit As the one who is constantly cleaning up the comments, I can attest that when it comes to ED vs. SC, it’s basically one person starting stuff every time. This person behaves in other threads!
SC vs. the world, that’s another thing entirely. :D

goettel
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goettel

The only ED news I’ve been waiting for for the last year.

DPandaren
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DPandaren

SallyBowls1 Technically, the game still works on a Rift right now. Even when they said they dropped it for OSVR. Since OSVR includes the Oculus Rift software.

RagnarTheDrunk
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RagnarTheDrunk

melissaheather Edit: I didn’t mean for that to sound cocky or disagreeable. I think I just got excited as I was writing and it dawned on me, and I only just realized when I stepped out, that I wasn’t writing about the future – Facebook is letting Oculus work with Samsung on the software and bankrolling the Gear VR giveaway to strap a temperature sensing, humidity tracking, heart rate sensing camera right up cozy with my lit up like a Christmas tree eyeballs Right Now.

RagnarTheDrunk
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RagnarTheDrunk

melissaheather That is an interesting take. I’ve usually thought of VR as more of a computer designed space – like you’d have a personal space that you’ve designed and can invite friends into. Kind of like a persistent Hangout or FB group chat, but in VR. And frickin stylin with deep shag and tie-dye lighting.
I guess FB’s role would be to provide the hosting and tools to build these virtual spaces. Then they could provide services – either P2P or F2P. There’s definitely money to be made in virtual furniture and clothing, but maybe the attraction to come see my space (ouch, oops) ehem .. my VR room… would be that I’ve rented a virtual tabletop and rule sets for AD&D, or a virtual pool table and have an HBOGO subscription for wallpaper on one wall. They could make money up front on this stuff, or maybe they go with something like Hulu with ads….
I think it’s both spooky and inevitable that these headsets will get retinal scanners, just for the pure convenience of “password” storage, access and ID verification for financial transactions. I mean, the tech is that close to your eyes already and I suspect the good old keyboard isn’t going to be winning any VR input awards. The Galaxy phones already have a front facing camera. The spooky thing is at that point, toss in a temperature sensor (already in Galaxy) heart rate sensor (whoops, lol, as well as an environmental humidity sensor) and you’re strapping this thing to your head, strolling into a commercial environment and boom! you’re streaming back instant,  ->*true*<-,  reaction and emotional data to whatever they’re showing you. I’m thinking that’s gotta be worth more then a click.. amitrite?
That’s my take on Facebook’s interest anyway.

theeknighthood
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theeknighthood

melissaheather To be honest I think it is going to be hard to run SC at 70fps or higher stable unless you have a computer from NASA at this stage :(

schlag sweetleaf
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schlag sweetleaf

melissaheather

Karl_Hungus
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Karl_Hungus

melissaheather Karl_Hungus RagnarTheDrunk 
Sony recently said that they know their VR headset isn’t as powerful as Oculus Rift but that they’re also marketing it to a different demographic so the price should reflect that as well. If the PlayStation VR is only around $300 or something, I can see that being a big success, assuming they have enough quality software to go alone with it. The console crowd doesn’t need another peripheral device like the Kinect that doesn’t give them any enjoyable reason to use.

SallyBowls1
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SallyBowls1

RagnarTheDrunk  Certainly it is going to start out walled with Galaxy being the only one that is currently selling, Rift being the one best known on PC sites, HTC/Valve getting the best technical reviews and the Sony VR going to be the winner in the Sony garden. And I can’t see any standard starting to get big without Microsoft pissing in the pool.

I think we will know who, if any, won in say five years and hopefully some amazing worlds in ten or fifteen years.

SallyBowls1
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SallyBowls1

My understanding is that it frequently is quite easy to get “supports VR” on the box if your engine supports it, sets some flags and you support VR. But that it is more work but noticeably better to design something for VR, not just technical but making the VR world “feel right” – give visual cues like RL.

It is so tough to tell where any game is on that continuum just from reading a press release.