Those With/getting Vr Post Here
#41
Posted 04 June 2016 - 09:42 PM
#42
Posted 07 June 2016 - 10:48 AM
Let me know how the experience with the Vive works out...
#43
Posted 07 June 2016 - 03:10 PM
That VR stuff is gonna be the future of gaming. All we did was play Pictionary with it and it rocked.
#44
Posted 07 June 2016 - 03:21 PM
#45
Posted 07 June 2016 - 10:06 PM
On a more serious note, 3D Movies give me a slight headache, and I think the image quality is worse than 2D. I'm worried it will be the same with VR for me. I guess I just want to try it Before I buy it and then make my decision. I'm sitting 4 feet from a 60" screen anyways, and that thing feels like a windscreen. I'm quite immersed and happy with what I have =)
#46
Posted 08 June 2016 - 05:57 PM
Radbane, on 07 June 2016 - 10:06 PM, said:
The method of how 3D movies "Work" is very different from a VR headset. It basically plays tricks with your brain. I also have issues with most 3D movies.
VR on the other hand is great, if it gets setup correctly. There's certain things that many people initially have issues adjusting too (usually your avatar moving or doing something without you actively attempting to do it.. it really messes with your brain and your brain's answer to most of that is "Let's Vomit!") SIM games generally don't run into this case, because you're usually in some sort of "thing" that your controls are designed to move (like driving a car, or mech or whatever) and so you brain is generally happy.
I agree on VR for this game. Once you get used to HMDs and VR in a Sim, going back just.. feels like T-ball. I honestly just can't get into it anymore.
The resolution on the Rift/Vive is still mediocre though. Things in the "distance" have a tendency to be a bit grainy. You get used to it after a bit, but it's one of my few gripes about the headsets right now. I'm really looking forward to the next gen of VR headset. Hopefully that'll be of sufficient quality that I can basically ditch my larger monitors.
Considering Cryengine 3 came out with a VR version, I'm sort of sad PGI hasn't put more effort into it. I realize they're a pretty small shop, but honestly it's one of those things that if they HAD done it, they could have had a huge influx of people from Steam and the like. Valkyrie is total crap compared to MWO and people are eating it up just because it's cool. It feels like a huge lost opportunity.
#47
Posted 11 June 2016 - 02:15 AM
#48
Posted 11 June 2016 - 02:23 AM
I'm looking into a single screen be headset, the split eye thing as shown in the oculus rift YouTube video above would be very disorienting without the offset perspectives.
Being able to independently control the head of the pilot, torso and arms of the mech all independently would really allow for some neat gameplay.
Colonel Cabbage, on 11 June 2016 - 02:15 AM, said:
Ask PGI for the settings, it works with track IR and should work for you.
#49
Posted 11 June 2016 - 08:58 AM
.
#50
Posted 13 June 2016 - 04:40 AM
I personally like the head tracking moving the torso( which is what you get with Vorpx), but I know some people don't because it seems to make them motion sick which is something that I have never had a problem with luckily...
The Steam launch party had a DK2 set up that had the head movement independent of the torso movement, so it can be done obviously ( I personally don't like it that way- but that's me)
What we do have available in VR is pretty cool though - yes the mech lab and HUD are messed up, but the game is awesome! I posted profiles on Vorpx that you can download from the cloud and I actually tweaked the geometry 3 D settings down so that you can read the mech lab (it's still migraine inducing) but once you are in game you really should boost the 3D sepetation to around 1.35 or so ( it boots at 0.81 I think). - you'll love it!
Until they make a VR native version of this game, geometry 3D with Vorpx is as good as we can get - and it's pretty damn good. I have also played around with TriDef and was able to get some really good effects but for whatever reason it took away **** control and forced you to aim with your head...I mean actually no seperate mouse control just your head tracking ( at least in Vorpx you can still use your mouse too).
I have heard of people using Vimeo but I haven't hot that to work for me - if you have some info on how to make it work please post it - I would love to give it a try:
#51
Posted 13 June 2016 - 04:54 AM
#52
Posted 13 June 2016 - 10:38 PM
CreszZ, on 13 June 2016 - 04:40 AM, said:
I personally like the head tracking moving the torso( which is what you get with Vorpx), but I know some people don't because it seems to make them motion sick which is something that I have never had a problem with luckily...
The Steam launch party had a DK2 set up that had the head movement independent of the torso movement, so it can be done obviously ( I personally don't like it that way- but that's me)
What we do have available in VR is pretty cool though - yes the mech lab and HUD are messed up, but the game is awesome! I posted profiles on Vorpx that you can download from the cloud and I actually tweaked the geometry 3 D settings down so that you can read the mech lab (it's still migraine inducing) but once you are in game you really should boost the 3D sepetation to around 1.35 or so ( it boots at 0.81 I think). - you'll love it!
Until they make a VR native version of this game, geometry 3D with Vorpx is as good as we can get - and it's pretty damn good. I have also played around with TriDef and was able to get some really good effects but for whatever reason it took away **** control and forced you to aim with your head...I mean actually no seperate mouse control just your head tracking ( at least in Vorpx you can still use your mouse too).
I have heard of people using Vimeo but I haven't hot that to work for me - if you have some info on how to make it work please post it - I would love to give it a try:
How is the hud in vr... it sucks in nvidia 3d surround... hud is '3d' but seems off kilter and makes aiming even harder..
#53
Posted 13 June 2016 - 10:41 PM
#54
Posted 16 June 2016 - 03:13 PM
#55
Posted 16 June 2016 - 05:51 PM
For you Vive guys - it should work with Vorpx, let me know how it plays...
#56
Posted 16 June 2016 - 06:23 PM
#57
Posted 18 June 2016 - 05:58 AM
#58
Posted 18 June 2016 - 06:29 AM
I made a vague comment on the HUD in VR earlier...to clarify; The HUD target reticle and info works great along with the map in VR, but the weapon overlays and target info display are displayed outside your Fieid Of View - so you have to use "edge peek" to see them with Vorpx but if there is a way to "turn on" the VR native maybe this won't be an issue...I know that they want to do a whole VR interface kind of like "Elite Dangerous" for an officially endorsed VR release but it was still perfectly playable at the Steam Launch party...
Edited by CreszZ, 18 June 2016 - 06:30 AM.
#59
Posted 18 June 2016 - 09:22 AM
Never had a chance to play a simulator-like game (like Elite:Dangerous).
I do own a head-tracker (TrackIR, but there are of cause others like Tobii EyeX and so on) and it works well in MWO (better in E:D, of cause).
Need a lot of practice, though, since there is now another degree of freedom to get used to (apart from turning your mechs legs, the torso, and the cross-hair all separately).
I sometimes loose track of where the cross-hair is, but it's getting better.
I highly recommend to switch of relative X, Y and Z positioning, otherwise the game will try to represent your heads position (and not only yaw, pitch and roll) in the cockpit, which is even more confusing and of no real use, imho.
#60
Posted 21 June 2016 - 02:00 PM
Alexander Garden, on 27 May 2016 - 11:13 AM, said:
More than a few of us here are really stoked on VR in general, and its potential for MWO. Right now our hurdles are less on the technical side, more on the practical design side. For me, proper implementation of VR is more than hooking it in and getting the bare minimum in place. UI alone is a huge component of proper implementation, for frontend/menu and in-game HUD, and it's those kinds of things that we're currently looking at for proper native VR support in the future.
Bare minimum:
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)
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