> * Elite dangerous' star model is slightly more rooted in reality but it's just as RNG as NMS.*
I'm well aware of how Elite: Dangerous's procedural generation works. Frankly, I think it's is even more impressive than NMS's, since the Stellar Forge-generated galaxy has real structure to it: the spiral arms, areas of greater and lesser density, and so on.
> they seem to have given up on [planets with atmospheres]
Odyssey planets do have atmospheres, so I'm not sure what you mean.
> Also they're moving away from VR support rather than towards like NMS... [Frontier] dropped VR.
Well, first of all, FDev didn't drop VR. It works fine in Elite: Dangerous Odyssey. The way they implemented on-foot VR as theater mode instead of attempting to hack some kind of room-scale VR system into their engine—which has great support for seated VR—seems like a reasonable compromise to me. Contrast that with how NMS implements vehicle controls in VR. They do room-scale VR, so there's no transition to seated VR when entering a vehicle, which is controlled—and I use that term loosely—by basically waving your fists around in the air to work controls you can't feel. It's pretty awful.
Second of all, VR in NMS was very badly broken as of August, the last time I tried it out. And I'm running a brand new 5700X and 4070 Ti that can play Elite: Dangerous Odyssey on VR ULTRA at 45 fps worst case.
As far as the current direction of Elite: Dangerous? Sure, there's plenty to criticize, but after over 10k hours, I'm still really enjoying it. I'm still learning new things. I'm still following the story. I'm still engaging with other players. I'm still buying ARX. With NMS, after 367 hours every system, every planet, every station, every alien has started to feel the same. I no longer enjoy it. But hell, you might really, really love NMS. If you can pick it up on sale, you should get it.