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Oculus Rift: We need this for MWO!!!


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#61 BlackWidow

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Posted 14 March 2013 - 10:02 AM

View PostBishop Steiner, on 14 March 2013 - 09:35 AM, said:

waS it REALLY needed to necro this thread? It was a non starter 6 months ago, and it hasn't gotten anymore useful since.


Shoosh you. People are excited about it and want to talk about it. I'm sorry if there is a SOP for what can be discussed in forums I have not seen it and am pretty sure you don't control it.

View PostOmni 13, on 14 March 2013 - 09:44 AM, said:

unecesary garbage, do not want


Unnecessary quote. DO. NOT. NEED.

Otherwise, have a splendid day.

#62 nevern

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Posted 14 March 2013 - 10:03 AM

I ordered the Dev Kit in late january. Would make me very happy if MWO implements it in the software.

#63 ciller

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Posted 14 March 2013 - 10:04 AM

View PostTickdoff Tank, on 14 March 2013 - 10:00 AM, said:

The OR may turn out to be a great addition to gaming. But it is not there yet. The devs may consider allowing the OR to work with MWO, but not untill it is a proven and reliable product. I hope it does get there, but right now the OR is far from it, and MWO should not waste any resources in implementing the OR while there are plenty of more pressing issues that require their attention.


One programmer and 1 dev kit ($350) isn't too much to ask for is it? PGI has pulled in 5 million dollars from founders, probably several more millions for beta MC sales, investment money from IGP, and hopefully some money earned from past titles released - at least 8 million I would say which is the amount of investing Star Citizen has.

I would hope PGI has enough resources to explore the Oculus Rift option, the return on their investment could be quite large and quite profitable which would lead to MORE resources available for PGI, not less.

#64 Hobo Dan

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Posted 14 March 2013 - 10:06 AM

I think MWO is one of the few games were OR makes sense. Not saying I'd buy it just for one game but it makes sense becasue you are a person inside a giant mech. I assume it would work in MWO as if you're constantly holding down the Ctrl key. That way I could better make use of those windows normally out of veiw.

View PostOmni 13, on 14 March 2013 - 09:44 AM, said:

unecesary garbage, do not want


Then don't buy it. I think it's cool and one day if it gets a lot of support from game makers and a reasonable price point, I'll consider it.

Edited by Hobo Dan, 14 March 2013 - 10:07 AM.


#65 ciller

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Posted 14 March 2013 - 10:06 AM

View Postnevern, on 14 March 2013 - 10:03 AM, said:

I ordered the Dev Kit in late january. Would make me very happy if MWO implements it in the software.



Let me know how you like it, even if its in its Dev kit form. Apparently the final release model will have even less latency and better resolution. Let everyone know your experiences with it when you get it!

#66 kuangmk11

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Posted 14 March 2013 - 10:07 AM

View PostCancR, on 14 March 2013 - 09:56 AM, said:

John Carmack did it first, and better.

??? this is "Carmacks" VR headset.

#67 Skyscream Sapphire

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Posted 14 March 2013 - 10:11 AM

For those of you pretneding this technology is not there yet, you can get part of the way there today in MW:O with Nvidia 3D Vision. It is grayed out in the options menu but can be re-enabled in user.cfg. That being said, Cryengine3 suffers from a pretty horrible stereo 3D implementation.

There are, however, games that already exist with great stereoscopic support AND TrackIR support, which means they essential already do what OR does, but without having to wear the head hardware. Finding one of these games that also has great controller input options make the gems that are the most immersive gaming experiences you can get at home.

Probably the best of these is an independent racing game called Live for Speed: full 6-DOF support in TrackIR, near flawless stereoscopic implementation (everything but some out-of-game menus), and fully customizable support for any wheel or other input device.

Other games I've played that at least partially check all three boxes:
  • F1 2011, 2012 (limited Track IR motion)
  • X3: Albion Prelude (limited Track IR motion and no in-ship 3D cockpits, requires 3rd party fix for starfield depth)
  • Wings of Prey (clouds render at screen depth)
  • Microsoft Flight Sim series (some rendering issues on lights in FSX)

There are plenty of games that have great support for 2 or 1 of those technologies, but the ones with all three are stand outs in immersion.

#68 Tickdoff Tank

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Posted 14 March 2013 - 10:14 AM

View Postciller, on 14 March 2013 - 10:04 AM, said:


One programmer and 1 dev kit ($350) isn't too much to ask for is it? PGI has pulled in 5 million dollars from founders, probably several more millions for beta MC sales, investment money from IGP, and hopefully some money earned from past titles released - at least 8 million I would say which is the amount of investing Star Citizen has.

I would hope PGI has enough resources to explore the Oculus Rift option, the return on their investment could be quite large and quite profitable which would lead to MORE resources available for PGI, not less.


I still think that they should wait untill the OR has "matured" a bit before trying to make it work with MWO. While the kit may only be 350.00, that does not mean it will be integrated with ease, and I would guess that it will take more than 1 dev to get it working correctly.

Please do not misunderstand me, I hope they do get the OR working with MWO, I just think they should wait a bit before they try and do it.

#69 SensualBubblegumX

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Posted 14 March 2013 - 10:15 AM

An IRL Neurohelmet would be nifty, but theres higher priorities. IIRC some one mentioned Splash on missles is jacked up, that needs to be taken care of.

#70 Chavette

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Posted 14 March 2013 - 10:16 AM

View PostCancR, on 14 March 2013 - 09:56 AM, said:

John Carmack did it first, and better.

What? Carmack is one of the guys behind Rift.

Oh god.


I'd buy it if MWO supported it. Maybe not the first gen though.

Edited by Chavette, 14 March 2013 - 10:17 AM.


#71 KuruptU4Fun

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Posted 14 March 2013 - 10:17 AM

Posted Image
FAIL
Posted Image
FAILED
Posted Image
FAIL
Posted Image
SERIOUSLY FAILED...
Posted Image
FAILED, but at least you look semi-dork-cool....

Edited by KuruptU4Fun, 14 March 2013 - 10:19 AM.


#72 CancR

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Posted 14 March 2013 - 10:22 AM



Johnny been doing this since the early 90's..But really nailed it for the re-release of DOOM 3

IF the guys making Rifts did hire John, they the are just catching up.

#73 Loc Nar

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Posted 14 March 2013 - 10:27 AM

I for one welcome our new VR goggle wearing zombie overlords... "Threadus Resurrectis!" le poof!

#74 Shumabot

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Posted 14 March 2013 - 10:29 AM

Given the nature of the cockpit view the rift would be an incredible addition to this game. If it just controlled your view within the cockpit, (like your permanently holding control) it would be amazing. It would make those little readouts actually useful.

This probably requires dx11 though so we'll never get it.

Edited by Shumabot, 14 March 2013 - 10:30 AM.


#75 CancR

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Posted 14 March 2013 - 10:37 AM

Apparently, I need more sleep.

I thought Rifts meant the long standing RPG turned MMO. That is what Johnny named the machine.

I for one welcome our new ID overlords!

#76 ciller

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Posted 14 March 2013 - 10:40 AM

View PostShumabot, on 14 March 2013 - 10:29 AM, said:

Given the nature of the cockpit view the rift would be an incredible addition to this game. If it just controlled your view within the cockpit, (like your permanently holding control) it would be amazing. It would make those little readouts actually useful.

This probably requires dx11 though so we'll never get it.



I just keep imagining how amazing it would be looking around at all the displays, checking on the status of the mech in a more natural way rather then the current heads up display overlay we use now. I'd like that if they implement O.R. they would allow various elements of the U.I to be turned off and on (ie turning off readouts but keeping the reticule overlay).

Mechwarrior is one of the most ideal games for VR, I really hope there is a chance of it being implemented.

Edited by ciller, 14 March 2013 - 10:41 AM.


#77 kuangmk11

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Posted 14 March 2013 - 10:41 AM

View PostCancR, on 14 March 2013 - 10:37 AM, said:

Apparently, I need more sleep.

I thought Rifts meant the long standing RPG turned MMO. That is what Johnny named the machine.

I for one welcome our new ID overlords!

I was just going to point out that the video you posted was demoing a RIft ;)

#78 kuangmk11

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Posted 14 March 2013 - 10:50 AM

I think they need to add a couple of cameras to the face of the thing, maybe as an add on, so you can switch to "real life" if you need to see your keyboard. this would also open the door to all kinds of augmented reality stuff. I will also be needing to dedicate one of the displays in my mech to baby monitor duty

#79 ciller

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Posted 14 March 2013 - 10:51 AM

View Postkuangmk11, on 14 March 2013 - 10:41 AM, said:

I was just going to point out that the video you posted was demoing a RIft ;)


Indeed, John mentions "Palmer Luckey" the guy/techie that made Ocular Rift. So yes CancR, Johnny is ahead of the game and has good taste (ie O.R.).

#80 Balsover

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Posted 14 March 2013 - 11:03 AM

View PostCancR, on 14 March 2013 - 10:22 AM, said:



Johnny been doing this since the early 90's..But really nailed it for the re-release of DOOM 3

IF the guys making Rifts did hire John, they the are just catching up.


That IS the Oculus Rift. The demo he has running is on an early prototype of the Oculus Rift! I havent been this excited waiting for something in a long time. I'm expecting my dev kit to arrive in April.





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