TexAss, on 29 May 2013 - 06:52 AM, said:
I guess the enclosed feeling comes because the cockpit in reality IS really small. That's the power of the Rift, to get you more into the game. Something no monitors can resemble.
Not really, it's more because with Eyefinity, I can see out the left/right cockpit windows, whereas currently, the Rift display is locked to the center window of the cockpit - i.e. what you see from a single monitor. I could ramp up the FOV I guess to try and address that, but head tracking would solve it properly. But you do get a nice feel in the cockpit when the pilot reaches forward in the startup sequence.
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If you could fraps it in the same view they are using (one image) it would be really cool.
No idea how I'd do that, but I'll give it a go.
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Is the HUD in 3D too?
Because some who tried MWO with the 3Dvision nVidia provides for 3D monitors said the crosshair is in 3D too, meaning it is not at the same z-depth as the rest of the hud but transverses depending on what you are aiming at.
It doesn't appear to be - it seems to be a static texture overlayed on a GUI layer (to use Unity parlance) - no transversing going on.
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And did you calibrated it like they did in the video?
Is the debris in MWO also in 3D? Or does it feel more like a layer on top of it?
That calibration utility is native to TF2 - it's not in other games unless the developer writes it - it's not a standard rift thing. You can change the settings of the driver with hotkeys, but only the Convergance ones work currently in MWO.
Debris is in 3D. The explosion textures seem not to be, but the sparks are, as is smoke.
With 110 degree FOV you see much more of the cockpit, but the corner hud elements are unreadable as they're warped by the driver, and they're pretty much out of your line of vision with the rift anyway.