Those With/getting Vr Post Here
#81
Posted 24 July 2016 - 04:11 PM
#82
Posted 24 July 2016 - 08:14 PM
Is the game optimized well enough now? Not even close.
#83
Posted 10 September 2016 - 07:59 PM
#84
Posted 30 September 2016 - 08:23 PM
#85
Posted 30 September 2016 - 08:24 PM
Alexii, on 30 September 2016 - 08:23 PM, said:
I'm waiting on the wireless version that allows you to connect.
#86
Posted 30 September 2016 - 10:19 PM

When the lithium battery on your wireless set goes critical
#87
Posted 30 September 2016 - 11:50 PM
#88
Posted 06 October 2016 - 11:31 AM
#89
Posted 06 October 2016 - 02:05 PM
ExplodedZombie, on 10 September 2016 - 07:59 PM, said:
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
Posted 27 November 2016 - 05:24 PM
#91
Posted 10 December 2016 - 12:49 PM
#92
Posted 21 December 2016 - 06:26 AM
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
Posted 21 December 2016 - 06:29 AM
But I know what I will try in the new year!
#94
Posted 23 December 2016 - 10:50 AM
MWO is pretty immersive on a triplehead setup though. Been doing that since day 1.
#95
Posted 26 December 2016 - 12:05 AM
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
Posted 28 December 2016 - 04:56 AM
sneeking, on 26 December 2016 - 12:05 AM, said:
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
Posted 02 January 2017 - 10:58 PM
#98
Posted 03 January 2017 - 12:24 AM
MWO isn't exactly known for stability and frame rate, and these are key for a smooth VR experience.
#99
Posted 10 January 2017 - 06:40 PM
#100
Posted 10 January 2017 - 10:02 PM
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