ED and the Oculus Rift DK1 Discussion Thread

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I suspect the second generation OC will have some kind of tracking device for your hands.
like the kinect.
so one could activate in game buttons and so on.
or one could even shape wire frames mid air.
if one of frontier Dev. reads this?
maybe this function can be can be anticipated in advance.
it would be a shame to rewrite so much code.
when this probably will be done very soon.
 
Having just had a go on the rift at the Manchester Play expo today I must admit I was a little amazed. They used a WW2 Dogfighter (Dunno which one) and it was probably the most immersive thing outside the new star wars tours ride in Florida.

It didn't take long to work out the controls by touch with the joypad, so I would imagine it you're using a controller you're used to it's not going to be a problem.

The only issue I do see is you're going to look a bit of an idiot when you are playing a game. Wait for people to start the you tube pranks on people using the rift. :D
 
Oculus Rift and 3D Gaming

I was pretty excited at the news that the game will feature Oculus Rift support. Not because of the fact that I'll be buying a Rift any time soon (although no doubt I will eventually when the resolution gets better), but due to the hope the game might be able to also support generic 3D support for those of us already set up for 3D gaming with 3D TVs or monitors. Just leave off the warp filter required for Rift, add side-by-side, above/below, interlaced etc and add convergence/depth sliders and you're golden! Technically, I imagine it should require LESS effort than the Rift as there's no headtracking to consider :p

How about it, Frontier?
 
"Support Occulus Rift" is not about warp filter :) But about motion trackers and game design meant to be watched through VR (like no camera shaking, no 3rd person view, no bad cutscenes or fast camera changes and such). Normal 3D can be done from any 3D scene? Given the HUD is done in 3D which it will be.
 
"Support Occulus Rift" is not about warp filter :) But about motion trackers and game design meant to be watched through VR (like no camera shaking, no 3rd person view, no bad cutscenes or fast camera changes and such). Normal 3D can be done from any 3D scene? Given the HUD is done in 3D which it will be.

Great point! I hadn't even thought about some of those things.

I guess all I was hoping was to have a toggle in the video settings of the regular (non-oculus) version of the game be able to turn 3D on and off, and to select the type and adjust the sliders (in-game, ideally). As all the shaders and stuff will be 3D friendly already, I was hoping this would be a relatively easy thing to do.
 
I've got a spatial awareness question for a rifter... One of the issues with FPS platforming sections on a traditional monitor setup is that the FOV is artificially narrowed and it's difficult to spatially locate yourself. Also you can't really look down at your feet to see how close to the edge they are. Often you end up running off the edge instead of jumping, then jumping too early and coming up short, then making the jump and falling off the platform, and then smashing the controller on the desk and cursing the developers.

Does the increased FOV, 3D effect, head tracking, etc. help to eliminate that kind of problem?
 
How does the OR connect, USB?

Current version USB and Video [DVI/HMD].

I've got a spatial awareness question for a rifter... One of the issues with FPS platforming sections on a traditional monitor setup is that the FOV is artificially narrowed and it's difficult to spatially locate yourself. Also you can't really look down at your feet to see how close to the edge they are. Often you end up running off the edge instead of jumping, then jumping too early and coming up short, then making the jump and falling off the platform, and then smashing the controller on the desk and cursing the developers.

Does the increased FOV, 3D effect, head tracking, etc. help to eliminate that kind of problem?

Yes but that is because you feel as though you are in that space and therefore can quickly grasp the scale and size of objects around you.
 

Squicker

S
Great point! I hadn't even thought about some of those things.

I guess all I was hoping was to have a toggle in the video settings of the regular (non-oculus) version of the game be able to turn 3D on and off, and to select the type and adjust the sliders (in-game, ideally). As all the shaders and stuff will be 3D friendly already, I was hoping this would be a relatively easy thing to do.

Let's hope so. Just finished Tomb Raider 2013 and it was so mind bogglingly awesome in 3dVision I'm really struggling to play a non-3d game now.
 
I am still completely stoked for Rift support. :D
It is true that there is a little more to it than just the warp shader and head tracking, to make a good experience you need to make some design decisions around not moving the player's head too much etc.

I had an extremely vivid lucid dream last night after playing Half-life 2 with my Rift, I can't wait for the same feeling about this game. Maybe waking up in the night in cold sweats because Liqua was chasing me :D ;)
 

Jenner

I wish I was English like my hero Tj.
I am still completely stoked for Rift support. :D
It is true that there is a little more to it than just the warp shader and head tracking, to make a good experience you need to make some design decisions around not moving the player's head too much etc.

I had an extremely vivid lucid dream last night after playing Half-life 2 with my Rift, I can't wait for the same feeling about this game. Maybe waking up in the night in cold sweats because Liqua was chasing me :D ;)

I can imagine turning my head to look behind me, and there's oss133 with some smart aleck remark. Then I see Drew chasing a starmap through the room. I turn back around and there's laforge returning my physics exam. He gave me an F.

Crazy dream. :D
 
I've had a few minutes to try out a mates Rift dev kit and it's pretty amazing how well it works even with the low pixel count screen of the current kits (I really want one myself now).

I definitely think it will work better with the rift tracking for a pilots head inside a cockpit. The biggest cause of motion sickness is lag between head movement and screen update and if you tried to use it for steering you'd have to lock the two together allowing for pretty impressive turning rates on the big ships or vomit inducing screen update lag as the ship catches up with the users head.

I wouldn't mind them taking a trick from Valkyrie (EVR) though and using head tracking for missile lock (i.e. you look at a target and it locks on, rather than aiming the ship at the target). That could really help getting lock on when in big slow moving ships.

As for the wrong button thing, that's actually one place gamepads are helpful. It's a lot easier to get to grips (hah!) with a gamepad without seeing it than a keyboard.

I'll be getting a rift the second the 1080p consumer model is available.
 
I've had a few minutes to try out a mates Rift dev kit and it's pretty amazing how well it works even with the low pixel count screen of the current kits (I really want one myself now).

Given your experience what do you think about neck strain, nausea or general fatigue of using one over a traditional monitor setup?
 
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