Community Wants Immersion. But It Doesn't Want Oculus Rift?
#61
Posted 09 January 2013 - 06:17 PM
#62
Posted 09 January 2013 - 07:53 PM
#63
Posted 09 January 2013 - 08:37 PM
#64
Posted 09 January 2013 - 08:46 PM
#65
Posted 09 January 2013 - 08:50 PM
If MWO supports it, then great, just as long as it doesn't detract from other development. Though from what I hear, it shouldn't.
I'm most excited for Rift when Star Citizen comes out.
I figure it'll be perfected by then, and Star Citizen.... *drool*
EDIT: Hmmm ... what I'm reading is a LOT of people underestimating the Rift. Likely because of bad past experiences, which is understandable.
Edited by Ravennus, 09 January 2013 - 08:51 PM.
#66
Posted 09 January 2013 - 08:52 PM
great idea probably when both sides have their creases ironed out. but as for now... with bugs, lack of features, missteps etc.
... no, not for a LONG LONG TIME
#67
Posted 09 January 2013 - 08:53 PM
OF isn't immersive.
#68
Posted 09 January 2013 - 08:58 PM
Kristov Kerensky, on 09 January 2013 - 04:11 PM, said:
Oh, and on top of all that, I couldn't use the damn things because I wear glasses. At least my nVidia 3D glasses fit over my glasses without any issues.
What vision problems do you have?
If you are near sighted, you don't need to use your glasses with the Oculus Rift.... far sighted, on the other hand, could be a problem.
From everything I've read the tech is up to the task. No doubt, and for the production model they have already locked down excellent head tracking that is more than sufficient.
But I agree that marketing it succesfully is the problem.... thankfully they kicked *** on Kickstarter and have the backing of a lot of big industry people. I think the Rift has a chance.
It might still flop, sure, but can't some of us be a little optimistic?
Edited by Ravennus, 09 January 2013 - 09:00 PM.
#69
Posted 09 January 2013 - 09:03 PM
-Yes!
-Yes please, sometime down the road at least. (What I would vote)
-I don't care
-No
-If this game doesn't support x than y isn't allowed to be supported.
Also pgi has already said that joystick support is garbage because of engine limitations, the amount of qq from joystick users in this is thread autismal. That's not saying that when the engine is fleshed out more it shouldn't be improved upon, I have a joystick 2 feet to my right in ready position.
#70
Posted 09 January 2013 - 09:08 PM
I don't care about oculus rift support. Finish the game, then worry about adding support for non-existent niche peripherals later on.
#71
Posted 09 January 2013 - 09:18 PM
#72
Posted 09 January 2013 - 09:19 PM
HurlockHolmes, on 09 January 2013 - 09:03 PM, said:
Also pgi has already said that joystick support is garbage because of engine limitations...
Seriously? The developers said that they don't support joysticks because of Cryengine3??
I don't understand that, especially because Chris Roberts is using Cryengine3 for Star Citizen, and he has already got it to work with multiple analog inputs.
XBox360 controller, Joystick, etc... take your pick.
And Star Citizen isn't even in Alpha yet.
#73
Posted 09 January 2013 - 09:24 PM
Just watched the video to see if my view would change and yeah I see this as a big money dump to do what? I mean you can prolly spend just as much money to buy 3 decent monitors and sync them to do the same thing.
Edited by Nuwa, 09 January 2013 - 10:03 PM.
#74
Posted 09 January 2013 - 09:25 PM
The reality however is that the game has already done the lions share of work that needs to be done to be Oculus Rift compatible - with inclusion of a cockpit, and pilot head look.
Also, it's worth noting that this game is an on-going development (as in, content and features will continue to be added when the game is live and release... much like many other MMO projects). So suggestions of it should only be considered once everything else is done... largely equates to - it should never be supported.
That said, a reasonable compromise seems to be investigate into the issue after official launch (out of beta status), and prep a release for Oculus Rift consumer launch (tentatively early to mid 2014 at this point in time).
Having said that, I can get how without more general public feedback and information on the topic that people would be hesitant to even inform themselves on the ins and outs of the technology or understand how its different to the technology from before (hint, it's about 2 decades removed from the last attempts at consumer level VR we've seen), so I suppose this poll/thread will have to be revised when the 'dev kits' are actually out in the hands of developers and enthusaists.
Edited by Zaptruder, 09 January 2013 - 09:27 PM.
#75
Posted 09 January 2013 - 09:28 PM
Ravennus, on 09 January 2013 - 09:19 PM, said:
Seriously? The developers said that they don't support joysticks because of Cryengine3??
I don't understand that, especially because Chris Roberts is using Cryengine3 for Star Citizen, and he has already got it to work with multiple analog inputs.
XBox360 controller, Joystick, etc... take your pick.
And Star Citizen isn't even in Alpha yet.
Yes, but as I said, the engine has yet to be fully developed. So I am going to give them the benefit of the doubt, wait, and see if they add proper support. But until then it isn't fully PGI's fault. (But that's enough of that as it is irrelevant to this topic)
#76
Posted 09 January 2013 - 09:32 PM
#77
Posted 09 January 2013 - 09:45 PM
#78
Posted 09 January 2013 - 09:48 PM
ElCadaver, on 09 January 2013 - 09:45 PM, said:
A tiny fraction of players have it. A tiny fraction will ever waste their time and money with it. How will it go a long way again?
#79
Posted 09 January 2013 - 09:59 PM
Sean von Steinike, on 09 January 2013 - 09:48 PM, said:
Yeah, I tiny fraction of players already have the consumer model, even though it isn't even out yet!
#80
Posted 09 January 2013 - 10:04 PM
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