Oculus Rift Cv1
#21
Posted 11 September 2016 - 09:09 AM
#22
Posted 30 September 2016 - 10:07 PM
#23
Posted 25 March 2017 - 09:52 PM
#24
Posted 02 April 2017 - 12:49 PM
#25
Posted 02 April 2017 - 03:10 PM
#26
Posted 03 April 2017 - 11:55 AM
#27
Posted 03 April 2017 - 05:08 PM
#28
Posted 08 April 2017 - 04:02 PM
#29
Posted 09 April 2017 - 01:22 PM
#30
Posted 07 May 2017 - 08:46 PM
variable: sys_flash_stereo_maxparallax type: float current: 0.02 help: Maximum parallax when viewing Flash content in stereo 3D variable: r_StereoDevice DUMPTODISK, REQUIRE_APP_RESTART type: int current: 0 help: Sets stereo device (only possible before app start) Usage: r_StereoDevice [0/1/2/3/4] 0: No stereo support (default) 1: Frame compatible formats (side-by-side, interlaced, anaglyph) 2: HDMI 1.4 (PS3 only) 3: Stereo driver (PC only, NVidia or AMD) 4: Dualhead (PC only, two projectors or iZ3D screen) 100: Auto-detect device for platform variable: r_StereoEyeDist DUMPTODISK type: float current: 0.02 help: Maximum separation between stereo images in percentage of the screen. variable: r_StereoFlipEyes DUMPTODISK type: int current: 0 help: Flip eyes in stereo mode. Usage: r_StereoFlipEyes [0=off/1=on] 0: don't flip 1: flip variable: r_StereoGammaAdjustment DUMPTODISK type: float current: 0.12 help: Additional adjustment to the graphics card gamma correction when Stereo is enabled. Usage: r_StereoGammaAdjustment [offset]0: off variable: r_StereoHudScreenDist DUMPTODISK type: float current: 0.5 help: Distance to plane where hud stereo parallax converges to zero. If not zero, HUD needs to be rendered two times. variable: r_StereoMode DUMPTODISK type: int current: 0 help: Sets stereo rendering mode. Usage: r_StereoMode [0=off/1/2] 1: Dual rendering 2: Post Stereo variable: r_StereoNearGeoScale DUMPTODISK type: float current: 0.65 help: Scale for near geometry (weapon) that gets pushed into the screen variable: r_StereoOutput DUMPTODISK type: int current: 0 help: Sets stereo output. Output depends on the stereo monitor Usage: r_StereoOutput [0=off/1/2/3/4/5/6] 0: Standard 1: IZ3D 2: Checkerboard (not supported on X360) 3: Above and Below (not supported) 4: Side by Side 5: Line by Line (Interlaced) 6: Anaglyph variable: r_StereoScreenDist DUMPTODISK type: float current: 0.25 help: Distance to plane where stereo parallax converges to zero. variable: r_StereoStrength DUMPTODISK type: float current: 1 help: Multiplier which influences the strength of the stereo effect.
#31
Posted 07 May 2017 - 09:27 PM
1. The client being notorously sluggish in performance, while we're looking for a stable 90fps to meet the No Vomit requirement. No one will be able to run it right.
2. Total remake of HUD and menues for 3D required. And you all know how much spare time PGI has.
3. Mechwarrior 5 is currently being build in Unreal 4 engine, which has.. drumroll... native VR support!
#32
Posted 07 May 2017 - 10:01 PM
Quote
If they making total HUD/menu remake for 3D then they should also make a real 2D version for people who don't like scaleform and such.
#33
Posted 07 May 2017 - 10:43 PM
DeeHawk, on 07 May 2017 - 09:27 PM, said:
the only real problem being, that MW5 is single player, and we have no idea if they are working on the multiplayer side or not ... and if they are not, and they try to patch it in later, its going to end up the same as in cryengine, bogged down by bad implementation ...
G4LV4TR0N, on 07 May 2017 - 10:01 PM, said:
scaleform itself isn't so much of the problem, its just the way its implemented ... its meant to be used very lightly ... and ... well ... its not ... I'm getting rather sick of the flash from the battery graphic whenever my mech powers up or down ... when playing conquest, and I have no need for that element to have ever been loaded during that run ...
#34
Posted 08 May 2017 - 01:42 AM
I do understand that you are majorly inconvenienced by this, but VR development is slow an unprofitable right now, which means they will not give a 100% to make this the #1 feature. But it actually does require that in order to work comfortably.
#36
Posted 10 May 2017 - 07:25 PM
#37
Posted 11 May 2017 - 12:22 AM
i7 6700K, Fast DDR4, M.2 SSD and 980Ti (and 100Mbps fiber), and STILL I still get some stutters on 1080p, especially when running lights (+130 kph). Graphical settings doesn't change this. This was a huge problem once, related to CPU usage, but it seems to have been fixed somewhat.
It probably plays just fine (I haven't payed for VorpX, so I haven't tried) for most parts, but it'll be less than optimal. And as developer you commit to your content and will have to answer to support issues. It's not a very attractive scenario for a game that's already last gen. Especially not considering the entitlement of the average player. A lot of players have lost their marbles over less.
However, I do believe it would relatively easy to make freelook work in VR with just a little cooperation from PGI, but I do not believe in fairy tales.
Just out of curiousity. How is the HUD in the HMD? Can you read the paperdolls and letters in the HUD? I'm would like to try it, if I didn't have to pay for what I expect to be a gimmick.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users