

Oculus Rift: We need this for MWO!!!
#141
Posted 17 March 2013 - 05:49 PM
#142
Posted 17 March 2013 - 05:55 PM
Edited by General Taskeen, 17 March 2013 - 05:58 PM.
#143
Posted 17 March 2013 - 06:27 PM
General Taskeen, on 17 March 2013 - 05:55 PM, said:
Yeah not the arcadey shooter masquerading as a sim
#144
Posted 17 March 2013 - 06:30 PM
General Taskeen, on 17 March 2013 - 05:55 PM, said:
You dont think turning your head to look out your mechs side cockpit window wouldn't be amazing? I've tried Mechwarrior 2 with the old IO Glasses years ago, and you could do this. I cannot describe the feeling of almost falling off my chair trying to turn my head to track a mech as it walked past me. The feeling of being in that cockpit was incredible.
#145
Posted 18 March 2013 - 07:54 AM
Kylere, on 15 March 2013 - 11:01 AM, said:
Occulus Rift is going to be about as widely adopted and supported as Microsoft Bob
Tell yah what....let's come up with some numbers and make a wager.
If I'm right...you buy me Rift when they go gold. If you're right...I'll give you the cash equivalent since you're obviously not interested in the hardware.
So what is a good number? 50 titles offering official support? Cause that number would be WAY easy to hit. All you need is CryEngine support, Unreal 3 support, Valve Source support and iD Tech 4/5 support. Then (with only possible GUI modification for each title) all the games made with those engines would be added to the list.
Ding! Times' up. There is already support for all those engines.
#146
Posted 18 March 2013 - 07:59 AM
#147
Posted 18 March 2013 - 08:13 AM
Haniwa, on 18 March 2013 - 07:59 AM, said:
Just like 3D...

Both are almost the same. Old idea having another of numerous attempts at glory.
Edited by Adridos, 18 March 2013 - 08:14 AM.
#148
Posted 18 March 2013 - 08:19 AM
#149
Posted 18 March 2013 - 08:51 AM
Adridos, on 18 March 2013 - 08:13 AM, said:

Both are almost the same. Old idea having another of numerous attempts at glory.
This probably comes from a mindset that also fervently wishes that Mechs will one day be a real strategic asset on the battlefield.
#150
Posted 18 March 2013 - 12:12 PM
Adridos, on 18 March 2013 - 08:13 AM, said:

Both are almost the same. Old idea having another of numerous attempts at glory.
Sometimes it takes a while.
Like the Mouse:

1960s
to

2010's
Don't ever count out a new technology just because it fails at first. The Mouse didn't become mainstream in PCs till the late 80's early 90's. And even then it wasn't used in games very much till the mid to late 90s. It took over thirty years to become useable and only because it was a standard GUI interface. Then 40-50 to make them just for gaming.
VR stuff may take longer. But I will say this, being able to look one way and aim in another will be a neat new feature in FPS's in the future, hopefully near future.
Edited by Taemien, 18 March 2013 - 12:13 PM.
#151
Posted 19 March 2013 - 05:42 AM
Matthew Craig, on 15 March 2013 - 08:39 AM, said:
I've also kept a close eye on VR tech and from my perspective 3 things holding back VR tech have been price, resolution and latency. Looking at the Oculus the price seems very reasonable and in range of what would be expected for a consumer device. The resolution while not perfect seems acceptable and Carmack has helped make significant strides on the latency so I don't think the word gimmick is fair, though whether or not it truly reaches the level required for wide spread consumer adoption remains to be seen.
We're certainly paying attention and I'm looking forward to attending Nate Mitchell's talk at GDC this year regarding the Oculus to learn more about the details. My expectation without having done extensive research but having read Carmacks article on latency, is that getting down to that 20ms latency barrier that really makes the whole experience work is going to be a significant challenge especially for games with a high level of visual fidelity.
What Carmack is talking about is really the beginnings of a new wave of renderers that operate fundamentally differently from what we currently use. Minimal rendering times have been important for many years but when your trying to attain the levels of fidelity of a modern game within 5-10ms you're really talking about a significant re-factoring of how your renderer fundamentally works.
Many modern engines still have renderers that are largely sequential, draw x objects in one pass, draw x objects in the next pass etc. we're starting to see though that to truly leverage the power of modern GPUs this has to shift to massively wide and parallel tasking which is likely the path to attaining these types of rendering speeds for complex scenes. This has already started somewhat with DX11 and is one of the reasons we want to move to DX11 as we already suffer from these sequential bottlenecks that are starting to be addressed and removed in DX11 and features like this one linked below open the door for developers to work around these bottlenecks.
http://msdn.microsof...s/hh994919.aspx
There's also significant support/development required in the display drivers themselves to ensure we don't just move the bottleneck to the driver level, where the game renderer is requesting large parallel workloads but the driver is still processing it sequentially.
Ultimately I don't get the sense that the Oculus is a gimmick but I do get the sense that it will require a lot of hard-work and similar breakthroughs from developers to truly unlock the full potential of the device which won't happen over night. I don't see any reason we shouldn't start though as the potential is very exciting.
So big long post saying it may not end up being a gimmick, but it's still a gimmick. Just because smart people are working hard on a gimmick fails to raise it to not being a gimmick. Gimmick is as gimmick does. So please don't waste any real time on this. I mean by all means tell the first adopters you are looking into it. That doesn't hurt anyone, just keeps them thinking it will be supported. Its not like this game is feature complete and bug free where the team can start looking at silly stuff like this.
#152
Posted 28 March 2013 - 11:57 PM
#153
Posted 29 March 2013 - 12:19 AM
RG Notch, on 19 March 2013 - 05:42 AM, said:
The depth of ignorance in this post is staggering. It goes beyond willful ignorance right back around to plain ignorance. Astounding.
It's not just ignorance really. It's just a complete lack of imagination for something better than status quo.
I mean... the idea that been visually/spatially teleported into virtual worlds is a gimmick... is just such a fundamental failure of vision and thinking, that it can only be uttered by someone so mired in the current norm of things, that they can't see beyond the literal flat screen in front of them.
Edited by Zaptruder, 29 March 2013 - 12:23 AM.
#154
Posted 29 March 2013 - 02:18 AM
#155
Posted 29 March 2013 - 03:59 AM
#156
Posted 29 March 2013 - 04:09 AM
#157
Posted 29 March 2013 - 08:42 AM

#159
Posted 31 March 2013 - 02:55 AM
Quote
I know there are several of you here that are interested in the Oculus Rift device and have been writing us encouraging 1C/777 to adopt it for BOS and ROF so I thought I would make some comments. There has been much hype surrounding this new product on the web and it bills itself as a revolutionary product that will finally give PC gamers an amazing Virtual Reality experience. I just returned from the Game Developers Conference in San Francisco where I was able to finally put one on and check it out. Here are my impressions and comments. And please note I make these comments as objectively as possible with absolutely no agenda. I applaud ANYONE who tries to create innovative products and improve gameplay. Due to my varied experiences as a former TrackIR product manager at NaturalPoint, a product development director making gaming devices and a sim developer, I feel I am in a peculiar position to comment on this new device as I saw it at GDC. I hope the Oculus is a success and PC gaming can continue to be seen as the most innovative gaming platform. Of course, as simmers, there will naturally be comparisons to the TrackIR as both are VR devices albeit with different approaches. Oculus can be described as first-person VR and TrackIR as fishbowl VR.
So, after spending a week in snowy, freezing Moscow with the team I was looking forward to a nice cruise up to San Fran in the California sun to check this thing out. I previously crashed their office hoping for a demo, but was not afforded an opportunity, so I trekked 500 miles to give it a look see. The Oculus was the belle of the ball and a huge line formed each day for attendees to give it a whirl. But seriously, if you are a twenty-something aspiring game developer, a simple shower with soap and water will do wonders. Why must gamers reinforce the stereotype? But I digress….
So after an hour in line I had a chance to put the goggles on my head. I also attended the seminar/presentation that the Oculus team put on later that day.
Read the rest of the dev preview here
#160
Posted 31 March 2013 - 04:00 AM
Jean-Paul Sartre
Edited by Fishbulb333, 31 March 2013 - 04:00 AM.
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