Those With/getting Vr Post Here
#61
Posted 21 June 2016 - 04:53 PM
Not that they're going to actually release VR ever, but if they did, that's my piece on it.
#62
Posted 24 June 2016 - 07:34 PM
Played through Elite:Dangerous for over an hour before getting a little nauseous; but I was doing barrel rolls and pitched over-the-shoulder missile dodging. I don't see getting sick in MWO being a problem.
@project_mercy -- 'no head-mouse', I agree. Interesting though in E:D the 'carrot's on the HUD do position themselves based on where you're looking which felt 'right'. But the nose was still the aim.
Really want to see MWO with native VR support. I can code; how about a hackathon with NDAs?
#63
Posted 25 June 2016 - 08:20 AM
Keless, on 24 June 2016 - 07:34 PM, said:
One adjustment they don't talk about or do in setup is, you can actually rotate the rift on the headband. While doing your IPD adjustment, try rotating it up or down and see if it improves the clarity. Depending on your eyesight or glasses it can have a decent impact. It can result in more light leak from your nose gap, so you may have to deal with that some, but I find it worth it in the long run.
Some of the nausea goes away as you get your VR legs. Elite:Dangerous is probably one of the worst for causing it.
#64
Posted 26 June 2016 - 12:01 PM
Project_Mercy, on 25 June 2016 - 08:20 AM, said:
One adjustment they don't talk about or do in setup is, you can actually rotate the rift on the headband. While doing your IPD adjustment, try rotating it up or down and see if it improves the clarity. Depending on your eyesight or glasses it can have a decent impact. It can result in more light leak from your nose gap, so you may have to deal with that some, but I find it worth it in the long run.
Some of the nausea goes away as you get your VR legs. Elite:Dangerous is probably one of the worst for causing it.
Oh totally-- like I was saying; I was in there for over an hour doing very intense stuff before I had any kind of problem.
It's much more intense in 6 degrees of freedom than what MWO would need; therefore I don't see MWO approaching those areas of difficulty in VR. Probably the worst edge cases in MWO would be
(a) falling off a cliff,
(b ) the view transitions such as when your mech blows up or between loading screen and dropship
Edited by Keless, 26 June 2016 - 12:01 PM.
#65
Posted 26 June 2016 - 08:22 PM
* If you have an Nvidea 980 and a decent processor you should get around 92 FPS in "Z-normal" with max settings
* Same system - you will get around 45 FPS in "Geometry 3D"
I know ....45 GFPS sounds bad, but it isn't at all UNLESS you are running a Mech that has a top speed of over 120 KPH - I have seriously run every one of my 250 or so Mechs , and as long as you are over 30 FPS you wont notice any problems at all unless you are running over 120 KPH - that said, the "Locust" should only be run in "Z-Normal" mode, the geometry is broken in that Mech...
Also, "the Mining collective" is broken for geometry 3D...you can still play, but it takes a serious frame rate hit - so just change to "Z -normal" for that map...same goes for "HPG Manifold"...not broken except for the sky (double vision) and frame rate is good...I don't mind myself, but some of you may get killed while trying to focus on the two moons...
#66
Posted 26 June 2016 - 08:36 PM
Project_Mercy, on 21 June 2016 - 04:53 PM, said:
Not that they're going to actually release VR ever, but if they did, that's my piece on it.
-- I actually WAY prefer the head/torso tracking with the headset...you can still use your mouse independently - looking around your cockpit independently isn't really as cool as people seem to think it is - and if you want to do that, just power down and look around or move your mouse quickly while powered up - it's not like its going to help you see that incoming "Oxide" any better...
Edited by CreszZ, 26 June 2016 - 08:40 PM.
#67
Posted 27 June 2016 - 09:22 AM
#68
Posted 30 June 2016 - 11:16 PM
NickPtar, on 21 June 2016 - 02:00 PM, said:
Keyboard+mouse+VR:
Keyboard (WASD) controls legs
Mouse controls torso twist and weapons
VR headset controls arms (as if freelook is always on) *separately* from torso (mouse)
I feel like I would prefer torso control with the head tracking and mouse use for arms. I would do the mouse aiming like it's done in War Thunder ground battles in VR. You can look anywhere independently and the mouse cursor doesn't move from it's target/direction in 3D space. In WarThunder you can move the mouse cursor/aim off the side of the screen and the turret happily follows it.
In the case of MWO we would just have the added benefit of the torso and torso weapons following our head movement much like it currently does the arm reticule.
I also think that if it was done with our head tracking controlling the arms we would lose FAR too much precision in the precision weapon system.
From a pilot perspective you would look somewhere, the torso starts swinging towards to head track direction, you could/would then move the mouse there to file arm weapons while the torso catches up to where you're looking with it's own reticule.
In DCS you can slave the targeting system of the KA-50 BlackShark Helo to head tracking. This would be just like having arm mounts controlled by the head tracking. It's almost like it's too precise in DCS. That said... the camera you point with head tracking in the BlackShark is zoomed in a good bit... so small head movements create large movements in the tracking/targeting system. Maybe in MWO it would be less of an issue because we're working with less zoom and shorter distances.
To be honest I'd have to try it either way and see what I liked...
#69
Posted 08 July 2016 - 12:46 AM
#70
Posted 20 July 2016 - 03:29 PM
#71
Posted 20 July 2016 - 05:36 PM
This is about the third time iv come back for a look around after taking a break ( almost a year this time ) and realy most of the reasons i stopped playing still exist, in all honesty VR without an actual desire to make a comeback would amount to a novelty nothing more.
#72
Posted 21 July 2016 - 07:15 AM
sneeking, on 20 July 2016 - 05:36 PM, said:
This is about the third time iv come back for a look around after taking a break ( almost a year this time ) and realy most of the reasons i stopped playing still exist, in all honesty VR without an actual desire to make a comeback would amount to a novelty nothing more.
For me VR would make the problems irrelevant. I'd cease to care about balance or dumb pug teams when playing for the experience of sitting in the mech shooting lasers and cannons at stuff. On a flatscreen you just don't get that experience, so there's no reason to bother dropping when the gameplay factors aren't in a good place. With VR though I could happily spend hours in the training area, let alone the actual game.
#73
Posted 21 July 2016 - 10:07 AM
Otto Cannon, on 21 July 2016 - 07:15 AM, said:
For me VR would make the problems irrelevant. I'd cease to care about balance or dumb pug teams when playing for the experience of sitting in the mech shooting lasers and cannons at stuff. On a flatscreen you just don't get that experience, so there's no reason to bother dropping when the gameplay factors aren't in a good place. With VR though I could happily spend hours in the training area, let alone the actual game.
I dont think its gonna happen.
#74
Posted 23 July 2016 - 12:53 AM
No One Lives Forever, on 21 July 2016 - 10:07 AM, said:
I dont think its gonna happen.
Sadly I can't really disagree, but I can always hope. They're going to miss out on the best time to introduce VR now anyway- if they'd got in sooner there was a horde of early adopter VR gamers demanding mech games, but soon there will be other decent mech games filling the gap and taking that money.
#75
Posted 23 July 2016 - 01:37 AM
It adds a lot to Elite:Dangerous. MW was one of the games I had really hoped to use it with - but to be honest, MWO has a lot of bigger priorities in my book. I'll be glad if/when they implement VR support, if they do a good job of it, but my effort will be on trying to push them to add a single player campaign so that the game can get more players.
#76
Posted 23 July 2016 - 01:44 AM
Im in agreement with pgi here this is not what mwo needs.
#77
Posted 23 July 2016 - 04:25 AM
sneeking, on 23 July 2016 - 01:44 AM, said:
That's precisely why if MWO had good fully functional VR support it would have been pretty much the only proper full game available apart from ED. People have been begging for decent stuff to play, and it would have brought loads of players who would be comparing MWO to the crappy tech demos and thinking it's amazing.
#78
Posted 24 July 2016 - 01:16 AM
Otto Cannon, on 21 July 2016 - 07:15 AM, said:
For me VR would make the problems irrelevant. I'd cease to care about balance or dumb pug teams when playing for the experience of sitting in the mech shooting lasers and cannons at stuff. On a flatscreen you just don't get that experience, so there's no reason to bother dropping when the gameplay factors aren't in a good place. With VR though I could happily spend hours in the training area, let alone the actual game.
Absolutely true!
I have been playing in VR since the DK1 came out and can honestly tell you that it is all about the fun experience your having...winning is nice, but is no longer essential - it becomes more like "staying on the rollercoaster".
#79
Posted 24 July 2016 - 06:22 AM
Kirkland Langue, on 23 July 2016 - 01:37 AM, said:
It adds a lot to Elite:Dangerous. MW was one of the games I had really hoped to use it with - but to be honest, MWO has a lot of bigger priorities in my book. I'll be glad if/when they implement VR support, if they do a good job of it, but my effort will be on trying to push them to add a single player campaign so that the game can get more players.
Without PGI first improving game peripheral support (HOTAS and joysticks, gamepads, Sixense STEM, etc.), spending time developing VR support would be a waste. Or are people seriously planning to play MWO in VR with a keyboard?
Edited by Mystere, 24 July 2016 - 06:22 AM.
#80
Posted 24 July 2016 - 12:55 PM
I use a "Razor Hex Naga" gaming mouse that gives you the extra six assignable buttons though - so I only use the "W, S, D, A" to move and occasionally the info key that I have assigned to "Q"...
Chat is totally out the window though unless you want to die while taking off your headset to type.
It is completely awesome in VR with the DK2 and CV1 though! - you need "Vorpx" to make it work and use the "geometry 3D" profile from the "VorpX cloud profiles".
You have to use DirectX 9.0 or it will crash on booting, and you need to follow the instructions posted with the profile - the most important one being to change your FOV to around 113 and to use the "mouse 3" button to enable "edge peek" which will let you navigate the menus and Mech Lab.
The 3D is way overpowered in the Mech lab, so you either have to turn off the 3D by hitting the "delete" key which brings up your VorpX menu screen or just use one eye or squint through it until you get to the game or Testing Grounds.
"The Mining collective" map and the "locust" and "Griffin" mechs are broken in geometry 3D - so switch to "Z-Buffer 3D" for these situations...(this also will double your frame rate from geometry mode if your having frame rate issues).
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