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Those With/getting Vr Post Here


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#81 Black Snowman

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Posted 24 July 2016 - 04:11 PM

I have a Rift. Even if they don't go native, hopefully they can tweak it to work better with Vorpx.

#82 Pjwned

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Posted 24 July 2016 - 08:14 PM

The game needs to be optimized heavily before VR is worth it, because high framerate is very important with a VR headset unless you want to constantly feel nausea from playing with it.

Is the game optimized well enough now? Not even close.

#83 ExplodedZombie

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Posted 10 September 2016 - 07:59 PM

No word on official VR support?

#84 Alexii

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Posted 30 September 2016 - 08:23 PM

Went to microsoft's shindig and got hooked on HTC vive. The limited exposure i had with that space pirate shooty thing and the breathtaking underwater whale eye staring contest ( i sensed sadness and blame in that majestic gaze, like " u did the BP thing, bad you" And then tail flip and we are done. So yes. Ill adopt VR early. However the tech who was assisting me seemed like a nice guy and he cautioned that early iterations of hardware can end up tools with extremely limited life span. He suggested buying into on the next revision.

#85 Imperius

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Posted 30 September 2016 - 08:24 PM

View PostAlexii, on 30 September 2016 - 08:23 PM, said:

Went to microsoft's shindig and got hooked on HTC vive. The limited exposure i had with that space pirate shooty thing and the breathtaking underwater whale eye staring contest ( i sensed sadness and blame in that majestic gaze, like " u did the BP thing, bad you" And then tail flip and we are done. So yes. Ill adopt VR early. However the tech who was assisting me seemed like a nice guy and he cautioned that early iterations of hardware can end up tools with extremely limited life span. He suggested buying into on the next revision.

I'm waiting on the wireless version that allows you to connect.

#86 Jackal Noble

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Posted 30 September 2016 - 10:19 PM

Posted Image

When the lithium battery on your wireless set goes critical

#87 highjumpman

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Posted 30 September 2016 - 11:50 PM

I got my Vive yesterday and would love for MWO to get VR support! The feeling of immersion would be totally worth it! That's why aiming with the headset would be a no-go; free-look's the way!

#88 etarm

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Posted 06 October 2016 - 11:31 AM

I've had my Vive for about a month now, and I haven't played a non-VR game since getting it. I suppose the novelty will wear off at some point, but for now, it's such a fundamentally different way to experience the game environment that I'm not all that interested in non-VR gaming. I've primarily been playing Elite Dangerous, and even with a game that was designed to be played on a flat-screen and retrofitted for VR, the sense of being in the cockpit is intense. VR would be an amazing thing with MWO, provided motion sickness doesn't become a deal-breaker (which I could see happening given the rapid torso twists and jinking required in combat, particularly if you're piloting a light or nimble medium. I'm not highly prone to motion sickness, but I used to get a little queasy just spectating some of those twitchy light pilots on a 2-D monitor). VR support would definitely draw me back to MWO, but we're a relatively small minority at this point, so I wouldn't expect it would make much financial sense for PGI to put a significant effort into it at this point. Still, I hope it happens.

#89 Otto Cannon

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Posted 06 October 2016 - 02:05 PM

View PostExplodedZombie, on 10 September 2016 - 07:59 PM, said:

No word on official VR support?


No. I made a twitter account to politely ask Russ about it, and he blocked me. Seems he doesn't think it's worth the effort despite many thousands of VR owners waiting to throw money at their screens for a mech game.

#90 Tanafras

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Posted 27 November 2016 - 05:24 PM

+1 me now. HTC Vive.

#91 Deadead

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Posted 10 December 2016 - 12:49 PM

I own a samsung gear vr. Tried a few workarounds last yrar when i bought it and all i could get it to do was a virtual bigscreen, but otherwise normal mwo. No sitting in cockpit like your video. Has that changed at all? I havent been able to find anything online or the gear but seems some poeple are making cardboard think its a vive so it should be doable right? Has anyone found something along those lines you can link me to as ivr had no luck?

#92 Doublefrost

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Posted 21 December 2016 - 06:26 AM

I just got a Vive, myself. Mech VR would be great, I played an ancient wireframe era implementation of one a long time ago and it was fantastic. I think if the system controllers were integrated as input devices and used to free aim arm weapons independendly... It would probably be overpowered as hell. You could always put leg and torso movement controls on the controllers too, use your thumbs to handle those. Keep head movement for free looking instead of a target mechanism. You could look off to the side to confirm accuracy of targeting rather than to aim, I don't think that would feel awkward. I could see that enabling things like running away from someone, full left twist, looking left, aiming off to the side with your left arm guns to blast him if you're in a mech that supports enough arm movement off center axis to get a proper bearing.

Non-arm weapons would be awkward but I think people would wind up complaining about VR players being a little bit too strong. The thing I think people missed in earlier discussion is just how intuitively you can control complex targeting systems with body movements. Older non-tabletop 'Mech games had varying degrees of being able to aim arms to the side and such but it was so difficult to use that it wasn't really worth doing it. In setting terms, it's basically enabling an approximation of the mechwarrior's neurohelmet.

http://www.sarna.net/wiki/Neurohelmet

You would be able to control your mech in something coming close to the same terms as how you control your body. However it would need to be done, it should feel pretty natural controlling a humanoid fighting robot by moving our humanoid appendages.

#93 Raubwurst

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Posted 21 December 2016 - 06:29 AM

I have access to both: A HTC Vive and an Oculus Rift. But I've still not tried to use them with MWO... shame on me...
But I know what I will try in the new year!

#94 frag85

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Posted 23 December 2016 - 10:50 AM

Once there are some higher res HMDs this would be pretty cool. With the VIVE, the screen door effect is just too much when having to look at text unless there was a UI overhaul in MWO. From my experiences in other "piloting" style games, the low res just doesn't cut it.

MWO is pretty immersive on a triplehead setup though. Been doing that since day 1.

#95 sneeking

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Posted 26 December 2016 - 12:05 AM

Several pages back someone said look to aim is not vr its just head mouse and that sums it up perfectly!

If i cant look around without effecting my target reticle and or legs and direction then im not even going to try it , not even out of curiosity.

Minimum requirements are all game controls as per usual on keyboard and mouse with cockpit lookaround on head tracking. Any less than this is absolute fail.

#96 Tamir Radic

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Posted 28 December 2016 - 04:56 AM

View Postsneeking, on 26 December 2016 - 12:05 AM, said:

Several pages back someone said look to aim is not vr its just head mouse and that sums it up perfectly!

If i cant look around without effecting my target reticle and or legs and direction then im not even going to try it , not even out of curiosity.

Minimum requirements are all game controls as per usual on keyboard and mouse with cockpit lookaround on head tracking. Any less than this is absolute fail.

I agree 100%. I have HTC Vive and VorpX. I did test MWO in Vive's own big screen mode, it was playable and fun enough, but not real VR or competitive. Would not play like that in the long run. I would love how ever to have true VR in MWO. I would have thought that PGI would have been among the early adapters of VR tech, I mean it's like it VR was made for Mech simulator games!

#97 RedRaven Heng

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Posted 02 January 2017 - 10:58 PM

Need VR for Mech's... Rift owner.

#98 DeeHawk

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Posted 03 January 2017 - 12:24 AM

Since PGI announced Mechwarrior 5, which runs on Unreal Engine 4 with built-in VR-support, you shouldn't be expecting VR for MWO. Ever. It's way to complicated to implement and make it work right with the current engine, HUD, etc.

MWO isn't exactly known for stability and frame rate, and these are key for a smooth VR experience.

#99 KermitDahFrog

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Posted 10 January 2017 - 06:40 PM

+1 for VIVE. ANY game that will implement VR is awesome by me!!

#100 vetal l

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Posted 10 January 2017 - 10:02 PM

Now imagine this guys - not only head tracking, but also hands tracking. So our mecs can shoot separately at three targets (for example). Shoot around the corner... oh my =)





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