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Full Geometry 3D Vr Support On Oculus Rift


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#1 CreszZ

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Posted 03 June 2016 - 12:36 AM

I have posted a few Vorpx tips in the forums - but I finally found "The Holy Grail" of full stereoscopic Geometry 3D support!

---------download the profile from Vorpx by selecting "cloud profiles" and looking for MWO---------

#2 CreszZ

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Posted 03 June 2016 - 09:57 AM

Make sure you use "Edge Peek" (middle mouse button) to navigate front end load/menu screens and Mech Lab.

#3 UnknownSeeker

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Posted 03 June 2016 - 12:41 PM

MWO is awesome looking with the Oculus Rift CV1. I had done my own rough Vorpx settings and have tried your more polished settings that you posted in the "HARDWARE & ACCESSORIES" forum.

It is to bad that developers haven't gotten around to adding official support for it. At the very least I wish they would enable free-look mode for the Oculus Rift CV1 like they have for the IR Tracking people. I also wish they would allow you to re-size the HUD so that you could shrink the entire HUD into your vision (It would be better if you could move the HUD elements around while keeping them the same size (or shrink them individually) but I think that would be more work).

Unfortunately until they at least add free-look I will only use my Oculus to mess around in the testing grounds as I m just not very good at aiming with my head.

(Vorpx could also fix this issue by adding Free Track support into their software but I don't think they are going to do that anytime soon either Posted Image )

Edited by UnknownSeeker, 03 June 2016 - 12:41 PM.


#4 Mystere

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Posted 03 June 2016 - 12:47 PM

View PostUnknownSeeker, on 03 June 2016 - 12:41 PM, said:

At the very least I wish they would enable free-look mode for the Oculus Rift CV1 like they have for the IR Tracking people.


This caught my attention. Where is this documented? Is it really Track-IR(?) specific? Or can it be adopted for use via other devices?

#5 UnknownSeeker

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Posted 03 June 2016 - 12:54 PM

View PostMystere, on 03 June 2016 - 12:47 PM, said:


This caught my attention. Where is this documented? Is it really Track-IR(?) specific? Or can it be adopted for use via other devices?


Apparently it just works if you have the software and hardware set up. I found a number of YouTube videos if you search for "enable track ir in mechwarrior online" for it. I also found a some talk about using Free Track on the Oculus Rift RC2 but you have to have another camera setup plus somehow mount more LEDs on your head to get that to work.

Edited by UnknownSeeker, 03 June 2016 - 12:54 PM.


#6 Mystere

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Posted 03 June 2016 - 12:59 PM

View PostUnknownSeeker, on 03 June 2016 - 12:54 PM, said:

Apparently it just works if you have the software and hardware set up. I found a number of YouTube videos if you search for "enable track ir in mechwarrior online" for it. I also found a some talk about using Free Track on the Oculus Rift RC2 but you have to have another camera setup plus somehow mount more LEDs on your head to get that to work.


Thanks for the tip.

In a related note, it's a crying shame that the search function on the forums is broken.

#7 Clint Steel

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Posted 03 June 2016 - 03:24 PM

View PostUnknownSeeker, on 03 June 2016 - 12:41 PM, said:

MWO is awesome looking with the Oculus Rift CV1. I had done my own rough Vorpx settings and have tried your more polished settings that you posted in the "HARDWARE & ACCESSORIES" forum.

It is to bad that developers haven't gotten around to adding official support for it. At the very least I wish they would enable free-look mode for the Oculus Rift CV1 like they have for the IR Tracking people. I also wish they would allow you to re-size the HUD so that you could shrink the entire HUD into your vision (It would be better if you could move the HUD elements around while keeping them the same size (or shrink them individually) but I think that would be more work).

Unfortunately until they at least add free-look I will only use my Oculus to mess around in the testing grounds as I m just not very good at aiming with my head.

(Vorpx could also fix this issue by adding Free Track support into their software but I don't think they are going to do that anytime soon either Posted Image )



Really want a free look setup too. Aiming with my head seems odd.

#8 CreszZ

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Posted 03 June 2016 - 03:48 PM

You don't have to aim with your head - the mouse still moves if you hold your head straight ahead, not like it used to do ...I actually like it now( but it takes some getting used to).

There is a way to get "free look" working - I've seen it myself and I can disable the mouse from head tracking...I will make a profile for that configuration this weekend if I can.

In the meantime, if you have Vorpx download my newest profile by selecting "cloud download" and searching either MWO or Mechwarrior Online and pick the "geometry 3D" one. I posted the settings to use in game with the description there too.

#9 Rummelbude

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Posted 19 June 2016 - 07:32 AM

Hi!

Your Profile in VorpX doesnt work for me. If I start vorpX as an Administrator, I dont have access to the MWOClient.exe after I press "Play" in the launcher. If I start without Admin privileges, it does nothing. Completely disable UAC, the same. Cant get it work. Please Help!

#10 Clint Steel

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Posted 19 June 2016 - 04:38 PM

Pretty interested in this. Any kinda video showing how it works?

#11 Gryphorim

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Posted 19 June 2016 - 06:50 PM

What would it take for PGI to make VR a fully supported feature?
As far as I understand, it's the HUD and front-end.

HUD can be made to be projected onto a transparency a few inches from face, simulating a real HMD.
This would be like an extension of the code for the cockpit monitors' code

Front-end could be very similar, with the PoV being a control room for the hangar, with menu options being displayed on a glass monitor.

The only trick here would be to get the interactive cursor to work on a screen in the 3D environment.

Until then I'll try the above suggestions, hopefully there isn't much standing between me and regular MWOVR!

Edited by Gryphorim, 19 June 2016 - 06:54 PM.


#12 Kissamies

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Posted 24 June 2016 - 01:43 PM

Not using your head to aim is probably currently best achieved with opentrack: https://github.com/opentrack/opentrack
Something like this: http://mwomercs.com/...-head-tracking/

Edited by Kissamies, 24 June 2016 - 01:44 PM.


#13 BiggRigg42

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Posted 30 September 2016 - 09:58 PM

View PostRummelbude, on 19 June 2016 - 07:32 AM, said:

Hi!

Your Profile in VorpX doesnt work for me. If I start vorpX as an Administrator, I dont have access to the MWOClient.exe after I press "Play" in the launcher. If I start without Admin privileges, it does nothing. Completely disable UAC, the same. Cant get it work. Please Help!



I have the exact same problem. I have gotten it to work a couple times, but cant get it to work regularly.

#14 BiggRigg42

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Posted 30 September 2016 - 10:01 PM

There are two ways to get this to work with free look. So that, you don't aim with your face. 1- Start the desk top view of Vorpex; this is done by right clicking on Vorpx (after it is opened) on your task bar. 2- Download MWO on Steam and play the game in theater mode with Steam's VR (Google how to do it). no VorpX is needed for methode two.

I need to aim with my face and cannot get VorpX to work.

#15 HighSpeedSentry

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Posted 02 November 2016 - 08:18 PM

Just got my cv1 and i have your profile working just as i downloaded it. I have trackir im going to use to free look in the cockpot (if i can disable head tracking in vorpx, that is). Im also trying to get the best possible graphics quality so im running the desktop and game @ 2560 x 2048, but im still not very happy with the image quality. I also have the pixel override set to 2 in the SDK, but i dont think that has any effect on games outside of the oculus world. Does the game look better in vorpx desktop via steam?

#16 Daddy

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Posted 25 March 2017 - 09:53 PM

Any chance of support dev's?

#17 ExplodedZombie

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Posted 23 July 2017 - 03:22 PM

Sorry to zombie, but do the Touch controllers work well with MWO? I am seriously considering buying one today if so. RSI is making MWO very difficult to play now.

#18 BiggRigg42

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Posted 27 September 2017 - 05:04 PM

View PostExplodedZombie, on 23 July 2017 - 03:22 PM, said:

Sorry to zombie, but do the Touch controllers work well with MWO? I am seriously considering buying one today if so. RSI is making MWO very difficult to play now.


Aiming with your face is awesome. It also frees up your hands for joystick use.

#19 SCHLIMMER BESTIMMER XXX

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Posted 26 March 2019 - 07:58 PM

i know, clear case of HOLY THREAD NECRO BATMAN but anyway....
Of course you can play MWO with vorpx over any VR headset but imho it not
makes the huge step immersion wise some people want to make you believe...
The scale of the mechs (around 16m-20m high) dosent feel real in VR
(in other mech games that have native VR support this works definitely)
I think this problem is carried over from the non-VR mwo
(inside your cockpit the FOV is f*ckd up, like you have a 10m high, 5m wide face.
woudnt your FOV cover such a large portion of space infront of your mech it may woud work)
The mechs you see around you are reconnaised as human sized objects, in VR even more...
To make MWO feel like you are really 20 meters above the ground and the objects around you
are believable in size and distance they woud have to reduce the area you are capable to see
outside your windshield for about 60%.
Make a test in testing grounds, go river city, walk infront of one of the huge buildings as close
as you can get and look at the windows infront of you.
they look tiny...

Sure MWO is VR is still a cool experience
but it coud be way cooler
download the steam game "Archangel Hellfire" (the free2play version
under VR games in store) and just look at the mechs in the lobby screen.
Thats how it shoud look and feel!!!

#20 DragoWolf

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Posted 27 March 2019 - 09:25 AM

I'd be interested to see if this could be integrated with the Myo armband.
It would be pretty crazy to incorporate arm articulation based on real life muscle
movements.

From my VR experiences head movement is bad for anything other than head movement in game.
Any sort of head controls end up nauseating or wonky or both. I hope if freelook is implemented for this VR
package it also allows a normal control setup for aiming and such.





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