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Oculus Rift Working With Mwo.


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#1 Slopey

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Posted 29 May 2013 - 05:51 AM

My Rift arrived yesterday, and so far, MWO works with the Vireio Perception drivers. Once TriDef supports the Rift, that would be a better solution as you can toggle the 3D on and off for the MechLab. TriDef also works in SBS mode, but no Rift support yet.

Works though - no head tracking currently. The rift isn't quite high enough resolution to be able to read the chat/hud weapons text with the way I have it set up at the moment, but I can likely mess with the profile settings to improve it as it appears quite small on the normal monitor compared with other Rift games.

But it works :D If you want to give it a go, copy the dlls from the Vireio bin folder into the Bin32 folder of MWO.

The startup sequence is especially cool in VR :)

(dunno where to put this with the new silly forum layout, so I've stuck it here)

Edited by Slopey, 29 May 2013 - 05:52 AM.


#2 TexAce

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Posted 29 May 2013 - 05:55 AM

One of PGI's staff said on twitter they have a Rift at the office now, so we might get official support for it somewhen in the future.

If they implement Rift like Valve did with Team Fortress 2, I will dish out extra MC for that. There is a cool video on youtube showing all viewmodes TF2 has for the rift. It's like 5 different ones + a few experimental ones.

All behave differently. Some let you walk where you look, some only move your virtual head but not your body, some move only the upper torso but not the walking direction etc.

REALLY COOL!

How did you get the devkit? Can you just buy it as a non-dev?

Edited by TexAss, 29 May 2013 - 06:28 AM.


#3 TexAce

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Posted 29 May 2013 - 06:30 AM

Can you make a video showing how you are using it? I wanna see how good the angle of view is

#4 Jam the Bam

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Posted 29 May 2013 - 06:39 AM

Awesome, Im a bit poor but I can;t wait until this kind of set up becomes the norm for these games.

#5 RG Notch

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Posted 29 May 2013 - 06:42 AM

View PostJammerben87, on 29 May 2013 - 06:39 AM, said:

Awesome, Im a bit poor but I can;t wait until this kind of set up becomes the norm for these games.

Well you'll have plenty of time to get rich before that happens LOL. :D

#6 Slopey

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Posted 29 May 2013 - 06:46 AM

View PostTexAss, on 29 May 2013 - 06:30 AM, said:

Can you make a video showing how you are using it? I wanna see how good the angle of view is


I'll see if I can fraps it later tonight and stick it on youtube. For now, there's no head tracking, but you'd get the idea. Although you won't really get a feel for it without actually using a Rift which makes it a different experience entirely.

FOV on the Rift should be set for about 110, so however that looks on your monitor anyway is how much you'd "see" on the Rift "screen".

(although the Rift feels really enclosed for me as I usually play at 5040x1080 with Eyefinity!).

Edited by Slopey, 29 May 2013 - 06:47 AM.


#7 TexAce

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Posted 29 May 2013 - 06:52 AM

View PostSlopey, on 29 May 2013 - 06:46 AM, said:


I'll see if I can fraps it later tonight and stick it on youtube. For now, there's no head tracking, but you'd get the idea. Although you won't really get a feel for it without actually using a Rift which makes it a different experience entirely.

FOV on the Rift should be set for about 110, so however that looks on your monitor anyway is how much you'd "see" on the Rift "screen".

(although the Rift feels really enclosed for me as I usually play at 5040x1080 with Eyefinity!).


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.

Here is the video I mentioned.



Look from 12:30 forward, thats when they try all viewing modes.

If you could fraps it in the same view they are using (one image) it would be really cool.

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.

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?

Edited by TexAss, 29 May 2013 - 06:55 AM.


#8 Slopey

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Posted 29 May 2013 - 08:00 AM

View PostTexAss, 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.

Quote

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.

Quote

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.

Quote

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.

#9 ArmageddonKnight

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Posted 29 May 2013 - 08:23 AM

Untill the Rift has a better resolution i wont be thinking of getting it.
IIRC the last time i checked the rift was going to be 1080p split in half for each eye when it gets ot consumers, thats to low.
By the time its fully done and dusted i suspect UHD screens will be much more widely availabel so hopefulyl they will adopt a higher resolution. a UHD screen on the rift would equal 3840x2160 / 2 = 1920x1080 per eye.

And if i did get one, i would have to get a gaming char with force feedback just to help add to the immersion :P

Edited by ArmageddonKnight, 29 May 2013 - 08:24 AM.


#10 Slopey

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Posted 29 May 2013 - 08:37 AM

View PostArmageddonKnight, on 29 May 2013 - 08:23 AM, said:

Untill the Rift has a better resolution i wont be thinking of getting it.


Yeah - the resolution is way too low for a consumer device currently. For some demos - Spacewalk in particular, it's not that much of an issue, but the pixellation is high with the current unit screens.

When you take the lenses off and look at the screen directly inside the unit, it looks great however.

#11 Zaptruder

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Posted 29 May 2013 - 08:58 AM

Yeah, without head tracking, it's basically just a wide FOV head mounted monitor. Or a crappy version of a Sony HMZ-T1.

Native support or bust for me. At least in terms of actually playing games in it. I do like to muck around with the headset and test things in it though.

#12 Budor

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Posted 29 May 2013 - 09:04 AM

Whats the res on the kit you got? I might be fine with FHD split. *excited*

#13 Rebas Kradd

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Posted 29 May 2013 - 09:08 AM

Troll demanding that PGI fix their broken game before worrying about Rift in 3....2....1....

#14 Appogee

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Posted 29 May 2013 - 09:48 AM

View PostTexAss, on 29 May 2013 - 05:55 AM, said:

If they implement Rift like Valve did with Team Fortress 2, I will dish out extra MC for that.
Please don't give them ideas. I don't want to start paying for higher screen defs and whatnot.

#15 TexAce

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Posted 29 May 2013 - 02:16 PM

View PostRebas Kradd, on 29 May 2013 - 09:08 AM, said:

Troll demanding that PGI fix their broken game before worrying about Rift in 3....2....1....

View PostAppogee, on 29 May 2013 - 09:48 AM, said:

Please don't give them ideas. I don't want to start paying for higher screen defs and whatnot.


Hats off to the guy who can predict the future.

And to the troll: Rift would be the best idea ever.

View PostSlopey, on 29 May 2013 - 08:37 AM, said:


Yeah - the resolution is way too low for a consumer device currently. For some demos - Spacewalk in particular, it's not that much of an issue, but the pixellation is high with the current unit screens.

When you take the lenses off and look at the screen directly inside the unit, it looks great however.


Resolution will be higher in the consumer device. Probably Full HD panels , or a 720p panel for each eye. The devkit is just using one 720p panel for both eyes.

Edited by TexAss, 29 May 2013 - 02:17 PM.


#16 TriOptimum

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Posted 05 June 2013 - 04:26 AM

View PostSlopey, on 29 May 2013 - 05:51 AM, said:

If you want to give it a go, copy the dlls from the Vireio bin folder into the Bin32 folder of MWO.


Thanks for the info! I jsut got mine too. I haven't tried Vireio yet, so I followed your instructions for MWO, but nothing happens. I tried it running Vireio from the MWO bin32 directory as well, no help. Any ides - am I missing something like an on switch, lol? Thanks again ;)!

Edit: Which version are you using? There are several, apparently. I have one from http://vire.io/ that is unofficial and says it is the "D3D proxy" version from May 4th, which has more games listed than the official version 1.0.4 at http://www.vireio.com/. Then, there is 1.0.5 rc1 from http://www.mtbs3d.co...p?f=141&t=17069. None of them seem to work for me.

Also, I'm concerned these drivers might be considered a hack. Awhile back I heard them saying that any edits to any files would be considered a hack, and they asked people to stop modifying night and heat vision values and fov and so on saying they would ban for that in the future.

Edited by TriOptimum, 05 June 2013 - 05:31 AM.


#17 TriOptimum

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Posted 07 June 2013 - 05:14 AM

I got it working with the Oculus Overlay program (screen mirroring and warping), but it looks like hell. I'm really curious how you got this working! I want to play MWO in the Rift badly, even without head tracking, lol. Please do let me know :P.

#18 TriOptimum

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Posted 21 June 2013 - 06:14 AM

I got the game working decently with a program called Deskope, but unless OP can reproduce the results, I'm calling BS on the Vireio driver supporting this game.

#19 Thuzel

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Posted 21 June 2013 - 06:20 AM

View PostTriOptimum, on 21 June 2013 - 06:14 AM, said:

[,,,]


Your name..... is just awesome

Thank you for the nostalgia :D

#20 Mercules

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Posted 21 June 2013 - 06:23 AM

The main reason to use something like the Rift is the head tracking. Being able to glance out the side of the cockpit without moving your torso would be really handy. I can see where I could do that in several other games because they have buttons assigned to looking in a direction and not just a "Hold it and you freelook" button.





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