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Vr Compatability


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#1 Wibbledtodeath

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Posted 19 June 2016 - 08:07 PM

Just a follow on comment re Russ's Town hall answer on 17/6/16 re issues/limitations with providing support for VR (optimising for 90hz, hardware requirements being high etc).


I would like to suggest taking a minimalistic hardware agnostic approach at this stage. VR doesn't have to be taxing- right now all we really need is steamVR or OSVR support to:

1) See in 3d/stereoscopic, and
2) move head around/pilot look without losing mouse control or having to hold down a button.

Any more support can/should wait for more mature hardware ecosystem. Right now its best to let individuals determine the rest (fov/detail setting, display resolution and refresh rate, how to navigate mechlab, controller inputs etc) as hardware differs vastly still and it remains an enthusiast field rather than requiring perfectly simplified/easy consumer integration.

e.g. there are consumer 720p headsets with 45 degree FOV that will run MWO just fine, including mechlab etc with fairly basic hardware if the game has OSVR support (natively or via steam plugin) to immersive options with many more pixels and 100 degree FOV that may require lowering settings more or switching between monitor and VR- even 240 degree options with massive computing requirements exist, albeit in developer form.

PGI doesn't need to develop for these varieties on an individual basis- just 3d stereoscopic and free look will accommodate everyone to a degree that is acceptable given the level of maturity and variety in VR tech at the moment.





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