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Oculus Rift Support Is Now A Requirement
#1
Posted 02 July 2013 - 11:13 AM
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
Posted 02 July 2013 - 07:04 PM
#3
Posted 02 July 2013 - 07:06 PM
The device is insanely awesome. MWO is the type of game that would benefit most from adopting it early on.
#4
Posted 02 July 2013 - 08:28 PM
#5
Posted 02 July 2013 - 08:58 PM
Mackman, on 02 July 2013 - 08:28 PM, said:
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
Posted 03 July 2013 - 02:54 AM
#7
Posted 03 July 2013 - 03:56 AM
#8
Posted 03 July 2013 - 05:20 AM
#9
Posted 03 July 2013 - 05:31 AM
edit, no it was GDC
http://mwomercs.com/...513-gdc-update/
Edited by Ghogiel, 03 July 2013 - 05:33 AM.
#11
Posted 03 July 2013 - 06:17 AM
#12
Posted 03 July 2013 - 06:47 AM
Bhael 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
Posted 07 August 2013 - 06:25 AM
![:unsure:](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
They would be great for MWO
Edited by Elfman, 07 August 2013 - 06:25 AM.
#15
Posted 07 August 2013 - 10:51 AM
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
#17
Posted 07 August 2013 - 11:58 AM
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
Posted 07 August 2013 - 12:28 PM
#19
Posted 07 August 2013 - 02:54 PM
Roland, on 07 August 2013 - 11:58 AM, said:
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
Posted 23 August 2013 - 06:13 PM
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