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Oculus Rift Support? - Dev Kit #2 Is Released Today


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#1 MoonUnitBeta

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Posted 19 March 2014 - 08:23 PM

http://www.oculusvr....ment-kit-2-dk2/
http://www.pcgamer.c...on-impressions/


The dev kit 2 has better screens, more colour, less motion blur, contrast, accuracy, everything is amplified. The first dev kit already feels primitive tech comparatively.

I'm really hoping that PGI has support for this coming up real soon!!! Last year (almost literally) they showed great interest in the Oculus rift, and then it quickly faded when everyone returned from the show. It's not an unreachable dream. Get on the forums, connect with other developers, and learn all about it. VR is coming, and it's booming. Take a look at Valve and Sony already... they're pushing.

My friend has a kit just to see what it was all about, and I gatta tell ya, trying to set up the way it works with MWO is a painful mess, but I gatta tell ya another thing, [the rift] is awesome. There are games on steam not even released yet, in earlier stages than MWO, which have oculus support. Which is kind of depressing. I hope after clans come and we have most of the DX11 and UI2.0 stuff out of the way, we can crack down on the oculus thing. Yeaahh... That'd be greeeeaaaaat.
All PGI needs to do to is to detach the arm and torso tracking away from looking inputs, and tie those inputs to the oculus feeds. Free-view doesn't work because the arms follow the view, so to help support the rift, arms+torso and looking with the oculus need to be separate inputs. It's simply that as there are programs out there that already take care of most of the tracking. So even if it was a simple button to detach the arms from the view port, and enable rift detection and configure the new viewing controls to read from the oculus, it would open up a lot of versatility for current rift testers who are buzzing around looking for games to test their rig on. And that is key, those people raving around trying games is a big deal huge for future oculus owners, and it's the people who are testing now that are going to be recommending games for people to try their oculus on.
What game do you want them to try out and immerse themselves in? Someone elses game, or your game, PGI? Support the oculus! -Soon-.

Sure, I make this sound so simple, it's not, but then again it's not my profession to code, that's PGI's specialty, and I've already handed over a great deal of cash already to no doubt help support such a feature.

There's nothing wrong with getting a little bit ahead of things and sticking with the times, PGI.
Don't come to the show late with messy hair and wrong attire, and miss all the action no less.
It's happening. Right. Now.

It's not hard to see this. When Dev Kit 2 releases in July, thousands of people are going to be at it again testing out their stuff and showing their friends.



This scenario of a friend showing a friend the oculus is something that has probably happened 100000's times over. My one friend who bought the right, has demo'd the rift to about 18 people. The games he chose to show his friends? The ones that worked the best, that gave the best impression, and used the oculus rift's potential. There were some better than others, and I definitely remember the best ones.

Here's how I would like it to be with MWO:


Friend 1: "I got my new Dev Kit 2 today! Come over and try it out!"
*Friend 2 shows up*
Friend 1: "Hey! Try this on."
Friend 2: "Whoa sweet!!! Awesome!!! What game is this? This looks nice! I love the environment, and lava..."
Friend 1: "Mechwarrior Online, follow those mechs that are walking away."
Friend 1: "Awesome, shoot those mechs with red triangle over top, just click for lasers and right click for guns"
Friend 2: "Holy crap! hahaha awesome!! Ahhh this is sweet. This thing feels heavy! The hud is nice too!"



Results: 1000 points to Gryffindor! Both people are happy. Friend 1 is pleased to show off his favorite game to his friend, and also to show off the possibilities of the new oculus rift. Friend 2 is impressed by both the game and the rift, and will draw upon MWO and the Rift as synonymous products. If you have one, you gatta have the other. He buys the consumer rift, asks his friend what that robot game was that he showed him, and boom, happy days and sets a great impression. Not to mention, all the other friends that Friend 1 has...

Here's how it actually went......


Friend 1: "I got the rift Dev Kit today! Come over and try it out!"
*Friend 2 shows up*
Friend 1: "Hey! Try this on."
Friend 1: "Oh hang on.. hold on, gatta just do something real quick..."
Friend 1: "Ahh ******.... it's not working, sec gatta go into the .cfg file and just check something..."
Friend 1: "K and..... just gatta change some settings.."
Friend 1: "Ok there we go, there isn't the tracking in this game like the other ones, but you can turn your head to aim your arms and wasd keys to move."
Friend 2: "Oh yeah, neat."
Friend 1: "yeah! MWO is pretty sweet game! but once they fix some things it's ganna be sweet with the rift."
Friend 2: "Huh, sweet.."
Friend 1: "Yeha, here let me show ya a different game, this ones not workin to well.."



Results: This is also a real scenario. I was there when my friend was showing one of his friends MWO... To say the least, it was a bad demo, and MWO was the cause of it. It was his favorite game, and tried so hard to get his friend pumped about MWO and the rift at the same time, but it just didn't work out. In the end, the impression for MWO is gone, forgotten, and/or probably remembered as an incompatible game.

I just really hope MWO doesn't miss the train on this one... It's an exciting time right now in gaming history, and it'd be nice to see the FUTURE get incorporated into a FUTURISTIC game like MECHWARRIOR.

#2 Bhael Fire

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Posted 22 March 2014 - 03:46 PM

We just pre-ordered ours.

It's not going to be long before the commercial version is released, and it'd be a real shame if PGI doesn't take advantage of this device.

Cutting edge virtual reality for the price of a console platform? This is going to be huge for the PC gaming world...and because of the nature of the device it lends itself well to cockpit/piloting games.

#3 Reitrix

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Posted 22 March 2014 - 05:02 PM

I have the Rift devkit, and i will say this, games that are built for it from the ground up look amazing.
Games that add Rift compatibility just so they can say it works on the Rift look absolutely horrible. The sole exception to that is Team Fortress 2, it looks ok, but not great. Skyrim is a good example of how to make the Rift murder your brain. Hawken is another example of a poorly done conversion.

I would honestly love for PGI to throw their weight behind the Rift, however due the time and resources it would take to do it properly, It should be a thing done down the line when they have CW and such out there and working.

Its the sort of thing that needs to be done right, rather than done for the badge that says "we can do the Rift!" like Hawken.

#4 Bhael Fire

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Posted 22 March 2014 - 08:22 PM

View PostReitrix, on 22 March 2014 - 05:02 PM, said:

Its the sort of thing that needs to be done right, rather than done for the badge that says "we can do the Rift!" like Hawken.


Absolutely! No title should tote the "compatibility" word unless it's actually compatible.

Simply setting a few tags in the config files does make the game compatible.

If they want to be able to boast about being truly compatible with the Rift...they have to reconfigure the cockpit mechanics while in "Rift" mode.

Namely: Aiming should still be mouse/controller based, instead of tracked by player head movement and free look (i.e. pilot head movement) should be tracked by player head movement.

I'm hopeful for the DK2 version, because even what I've seen with DK1 with MWO looked very promising. DK2 has higher resolution and lower persistence/blur which is huge.

I can only imagine the commercial version being even better. It's definitely something PGI should not snub or neglect.

#5 Commander Binz

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Posted 22 March 2014 - 11:45 PM

+1 x a million.

When it is released one day to the general public, I will be first in line to buy one.

Keep up the vocal support for the Oculus!!

My dream is to play MWO virtual reality, MAKE IT HAPPEN!!! *bubbles with excitement*

#6 Reitrix

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Posted 23 March 2014 - 04:02 AM

View PostBhael Fire, on 22 March 2014 - 08:22 PM, said:


Absolutely! No title should tote the "compatibility" word unless it's actually compatible.

Simply setting a few tags in the config files does make the game compatible.

If they want to be able to boast about being truly compatible with the Rift...they have to reconfigure the cockpit mechanics while in "Rift" mode.

Namely: Aiming should still be mouse/controller based, instead of tracked by player head movement and free look (i.e. pilot head movement) should be tracked by player head movement.

I'm hopeful for the DK2 version, because even what I've seen with DK1 with MWO looked very promising. DK2 has higher resolution and lower persistence/blur which is huge.

I can only imagine the commercial version being even better. It's definitely something PGI should not snub or neglect.


Yeah, what most fail to realize is the work that goes into the visual assets to make them truly 3D, and give a realistic view of what is being seen.

#7 Sprouticus

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Posted 24 March 2014 - 04:02 AM

ROI

IF/when Rift becomes big enough, cycle will be put into it. Until then they should focus on CW, game balance, and user experience.





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