Late last week the PC version of Elite: Dangerous received what might initially be considered a small update to the game (version 2.0.7) but when taken into consideration it’s timing with the public availability of the Oculus Rift VR headset, it’s a significant milestone for a game that has supported Oculus hardware from very in its development.
What’s in the update:
Enhanced VR support
- Added support for Oculus 1.3 SDK
- Added new VR specific graphics presets (VR Low and VR High)
- Added Hangar main menu background when HMD is present
- Added VR experience demo as a scenario in the tutorials menu
- Added option for SRV to maintain level horizon if player finds motion uncomfortable – Please note: This will not be on by default, users will need to select this option to activate it
- Added option for SRV blackout when rolling if player finds motion uncomfortable – Please note: This will not be on by default, users will need to select this option to activate it
- Adjusted VR and panel positions in the SRV
- Improved UI mesh tessellation for rendering the front-end on VR
- Preflight checklist can be completed with just a controller
- Updated various warnings when using Head Mounted Displays
- Crash fix when entering open play with HMD active
- Crash fix when entering CQC with HMD active
Other changes / fixes
- Community Goal top contributor news reports have returned, featuring Commanders from all platforms
- First Discovery tags from Xbox Commanders now display on PC/Mac
- Wanted Xbox commanders can now appear in top 5 bounty local news reports
- Fix a crash in system simulation for “Sidgoe LX-S c17-0”
- Fix for purchased exploration data not always giving details on all bodies in that star system
- Fix for First Discovery names from Wings appearing too many times
- Fix for refuelling 10% button
Something worth noting are the optional VR settings being included when driving the SRV to prevent players from reacting badly to movement. Though creating a “blackout” for a player who has accidentally rolled their vehicle might seem like a simple solution, in the context of where it is being used I think it is a clever way to dodge the problem that also fits the situation nicely; a car racing game could get away with that trick too I’d imagine. While the technology is still new, having these kinds of options to manage potentially vomit inducing situations and is only going to help keep players invested in their new gear.
Though it might be a long time before one on these headsets is plugged into my own PC, I’m still interested to see where it will be going over the next year as the big players get their products out and more games become available.
Source: Frontier forums.