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Oculus Rift Support Is Now A Requirement


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#1 Endrick

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Posted 02 July 2013 - 11:13 AM

After having played some simple tech demos that were a more compelling game play experience than anything mechwarrior (or any game ever) has been able to make me feel, I can't see any reason to come back and play until the game gets rift support. Anyone who has tried on the rift will tell you that this game would be the perfect fit due to speed, scale, and content. Mechwarrior will be even better than Hawken will ever be because things move too fast.

After sitting in the cockpit of a space fighter floating through a 3D battlefield, I just can't bring myself to play on a flat lifeless screen anymore. I looked down through the window at my feet and saw a planet and it's ring system floating in orbit below the battle space. I looked up through the cockpit to see fighters dancing in and out of the capital ships. I looked over my shoulder to see my engines burning off into the darkness behind me.

This is what the future looks like.

You've got the chance now to create THE most AMAZING and IMMERSIVE mech gameplay experiences the world has ever seen, make it happen!

#2 Rashkae

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Posted 02 July 2013 - 07:04 PM

Meh. Already discussed before. How is it a "requirement" when maybe only 5% of players have heard of it, and maybe 1% can even purchase it?

#3 Bhael Fire

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Posted 02 July 2013 - 07:06 PM

It's going to be a household name in the next 2-3 years.

The device is insanely awesome. MWO is the type of game that would benefit most from adopting it early on.

#4 Mackman

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Posted 02 July 2013 - 08:28 PM

I agree completely. I've never even touched a rift, but the sheer potential of such a device in fields even beyond gaming makes its success a near-certainty. Don't pay any attention to the sad kill-joys who say any different.

#5 Bhael Fire

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Posted 02 July 2013 - 08:58 PM

View PostMackman, on 02 July 2013 - 08:28 PM, said:

I agree completely. I've never even touched a rift, but the sheer potential of such a device in fields even beyond gaming makes its success a near-certainty. Don't pay any attention to the sad kill-joys who say any different.


A colleague of mine has an Oculus Rift dev kit. It's an earlier 720p version, but even at that resolution things are SO much more meaningful onscreen. Your sense of depth perception is unmatched compared to simply watching one or more monitors when playing your games — no matter how big your screens are, they are going to feel smaller once you've tried the Oculus Rift.

#6 Abledime

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Posted 03 July 2013 - 02:54 AM

why are you asking for support on a device that is NOT commercially available yet??

#7 Otto Cannon

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Posted 03 July 2013 - 03:56 AM

As long as they support it by the time a high-res version comes out I'll be happy. There's no way I'd use the current version where you can't read text like chat messages or ammo count though.

#8 Bendak

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Posted 03 July 2013 - 05:20 AM

CyberMaxx now in HD eh? Well soon in HD. Well it had to be reinvented some time.

#9 Ghogiel

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Posted 03 July 2013 - 05:31 AM

Was it after PAX one of the devs wrote a pretty rave review of Oculus Rift, sounded like he spent a good bit of time nerding out over it. So no doubt at least some people on the dev team are all for support.

edit, no it was GDC

http://mwomercs.com/...513-gdc-update/

Edited by Ghogiel, 03 July 2013 - 05:33 AM.


#10 Bhael Fire

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Posted 03 July 2013 - 05:53 AM

View PostAbledime, on 03 July 2013 - 02:54 AM, said:

why are you asking for support on a device that is NOT commercially available yet??


Because if MWO plans to support Oculus Rift, they need to start developing for it now.

#11 Heffay

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Posted 03 July 2013 - 06:17 AM

I want this. Soooooo bad.

#12 Endrick

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Posted 03 July 2013 - 06:47 AM

View PostBhael Fire, on 03 July 2013 - 05:53 AM, said:


Because if MWO plans to support Oculus Rift, they need to start developing for it now.



This.

It'll probably be about a year before the consumer version hits, maybe less.

If the switch in options says anything, they planned on having 3D Vision support anyway. Most of the lessons there in dealing with real 3D space will carry over to the rift.

There are already guides in how to get rift support into into cryengine 3, and it's not that hard.

Those of us with dev kits can test it out and give some feedback and by the time the consumer rift hits, this will be THE killer app for it.

Edited by Endrick, 03 July 2013 - 06:47 AM.


#13 Elfman

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Posted 07 August 2013 - 06:25 AM

Just been playing with one of these at work in between the guy filming a programme about them and there great - wonder if the BBC tech guys will let me borrow them for an extended test :unsure:

They would be great for MWO

Edited by Elfman, 07 August 2013 - 06:25 AM.


#14 Bhael Fire

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Posted 07 August 2013 - 07:10 AM

This just in:

http://kotaku.com/jo...with-1053820115

#15 Destructicus

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Posted 07 August 2013 - 10:51 AM

I like the idea of Oculus Rift support, believe me
But I feel that any enthusiast level peripheral support is going to take a backseat to the garbage PGI is trying to fit into this game, things like 3ppov and other cashgrabs for a larger player base
It has become abundantly clear that PGI doesn't care about enthusiasts anymore and has been transitioning to cater to a casual market

#16 Volomon

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Posted 07 August 2013 - 10:57 AM

View PostAbledime, on 03 July 2013 - 02:54 AM, said:

why are you asking for support on a device that is NOT commercially available yet??


Because the dev kits are already out and have been out for a long time?

#17 Roland

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Posted 07 August 2013 - 11:58 AM

You guys are gonna be so awesomely disappointed by this thing.

I've actually done recent work with much higher end VR Headsets, which are well beyond the price range of normal consumers... And even they have latency issues when put into a real simulation which will make you not want to wear them for extended periods.

My skepticism regarding the occulus has only grown over recent months.

Yes, the 5 minute demos are cool... because they are in perfectly optimized situations, and they win points for novelty. Wear a rift for half an hour, in a game that is not perfectly optimized and thus results in latency issues, and see how much fun you think throwing up on yourself is.

The idea that Occulus is gonna magically solve all of the issues that other companies have failed to solve, and somehow do it for such a stupid cheap price, AND do it so well that it's comfortable to use for long periods? I seriously do not see it happening, folks.

But hey, prove me wrong, kids... prove me wrong.

#18 Maddang

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Posted 07 August 2013 - 12:28 PM

as long as the rift does not end up as H3D did back in 1990 great tech that worked well ahead of its time. i will be onboard getting a rift asap.

#19 Bhael Fire

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Posted 07 August 2013 - 02:54 PM

View PostRoland, on 07 August 2013 - 11:58 AM, said:

You guys are gonna be so awesomely disappointed by this thing.

I've actually done recent work with much higher end VR Headsets, which are well beyond the price range of normal consumers... And even they have latency issues when put into a real simulation which will make you not want to wear them for extended periods.

My skepticism regarding the occulus has only grown over recent months.

Yes, the 5 minute demos are cool... because they are in perfectly optimized situations, and they win points for novelty. Wear a rift for half an hour, in a game that is not perfectly optimized and thus results in latency issues, and see how much fun you think throwing up on yourself is.

The idea that Occulus is gonna magically solve all of the issues that other companies have failed to solve, and somehow do it for such a stupid cheap price, AND do it so well that it's comfortable to use for long periods? I seriously do not see it happening, folks.

But hey, prove me wrong, kids... prove me wrong.


I've used the Oculus Rift extensively. Even at 720p, it's very impressive and would be more than acceptable to play MWO with for a couple hours easily. The only drawback is having to memorize where your WASD keys are on your keyboard (which is not really that big of a deal) and your other hotkeys.

The tracking latency is extremely low and wouldn't be an issue at all, since most of the fine-tuned things that require zero latency like the aiming and target acquisition are not tracking-related. The tracking would only be used for moving your head around from a fixed spot in the cockpit.

#20 Endrick

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Posted 23 August 2013 - 06:13 PM

Cryengine 3 now has native rift support.
One less excuse.

http://www.crydev.ne...153999#p1153999





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