ED and the Oculus Rift DK1 Discussion Thread

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There's no third person view for flying the ship, the game is about you in your cockpit and based around that central premise. There may be some external cameras views in certain situations, but the game is played as a commander in the cockpit.

Michael

I like this philosophy. Yet I still want to be able to ogle my pride and joy, presumably we will be able to do this when we are docked in a space station?
 
There's no third person view for flying the ship, the game is about you in your cockpit and based around that central premise. There may be some external cameras views in certain situations, but the game is played as a commander in the cockpit.

Michael

So, no cool flyby's, no cinematic views ... I must say that if you don't like the cockpit you're in you are really outta luck ..as no toggling cockpits on/off has also been confirmed ... you are in your ship get used to it is the way things are going ... now if we could only see some gameplay footage :p
 
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While playing having mandatory cockpit is ok. However I would like to have chance to look ship in a scene. Well, let's see how it plays out in the game, add a "viewing only" camera shouldn't be hard.

Or maybe visual drone as hardware? Would help in battle situations.
 
On TrackNoir I found it to be pretty much a nightmare to setup. It doesn't like most webcams, and in actual use its much less precise then standard track-Ir. I just can't recommend it, its far to finicky to use for standard play. The movements are not smooth at all last I used it.

Not used TrackIR. I don't doubt it is better, but I'm going for the Rift, and don't want to splash out £100 only to replace it fairly soon.

I did find TrackNoIR fairly easy to set up, and playable even with the crappy 4 fps camera I shoved on to test it... Nowhere near as natural and smooth as your head movements, but a massive step up from a joystick PoV hat.

Decent multi-directional lighting helps.
 
I own an Oculus Rift development kit and think it would work brilliantly within the cockpit. iRacing, in the cockpit of a racing car, is fantastic. So, from a selfish point of view, I hope Elite: Dangerous gets support sooner rather than later.
 
Speaking of which, there's a new peripheral for the Rift, called the virtualizer:

http://phys.org/news/2013-09-device-revolutionize-gaming-virtual-realities.html

According to the designers it helps alleviate cybersickness - though in this case it seems it can only redress kinesthetic / visual conflicts. Of course the other half of proprioception (your body's sense of position relative to the environment) is vestibular - which usually correlates accelerations relative to the gravitational vector, orienting our sense of balance. On that point, it's probably a Good Thing that this Virtualizer has a decent waist harness, or else users might be in danger of falling awkwardly on a joystick or something... :eek:
 
Speaking of which, there's a new peripheral for the Rift, called the virtualizer:

http://phys.org/news/2013-09-device-revolutionize-gaming-virtual-realities.html

According to the designers it helps alleviate cybersickness - though in this case it seems it can only redress kinesthetic / visual conflicts. Of course the other half of proprioception (your body's sense of position relative to the environment) is vestibular - which usually correlates accelerations relative to the gravitational vector, orienting our sense of balance. On that point, it's probably a Good Thing that this Virtualizer has a decent waist harness, or else users might be in danger of falling awkwardly on a joystick or something... :eek:
That'll be a new one for A&E!
 
There's no third person view for flying the ship, the game is about you in your cockpit and based around that central premise. There may be some external cameras views in certain situations, but the game is played as a commander in the cockpit.

Michael

All the same hope that we will be able to see our personal spaceship with his external equipment (paint, missiles, guns, badges, various external accessories) at least in a special window in a shipyard

:)
 
There's no real ETA on the Occulus' release yet, is there? I just talked with a friend of mine that owns a Dev Kit and openly does game development and got to mess around with it a little. I certainly see the potential but her stating that they're trying to get the price down to $50 a unit before releasing it to consumers sounds like a huge feat.

Looks a lot like the Omni...

The Omni and other tech like it leaves me a little concerned. Gamers using it are likely to get utterly destroyed by keyboard and mouse players due to the ease and speed of reaction time, I'd think. It's much easier to click a button than it is to twist your entire body behind a wall, for example. I.E. Leaning with the Q or E keys in an FPS. I'd also think there would be a lot of gamers getting exhausted way too quickly due to not being in shape to run and jump and all that with that kind of a system. (Might be good for getting them /in/ shape, though. :))
 
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There's no real ETA on the Occulus' release yet, is there? I just talked with a friend of mine that owns a Dev Kit and openly does game development and got to mess around with it a little. I certainly see the potential but her stating that they're trying to get the price down to $50 a unit before releasing it to consumers sounds like a huge feat.



The Omni and other tech like it leaves me a little concerned. Gamers using it are likely to get utterly destroyed by keyboard and mouse players due to the ease and speed of reaction time, I'd think. It's much easier to click a button than it is to twist your entire body behind a wall, for example. I.E. Leaning with the Q or E keys in an FPS. I'd also think there would be a lot of gamers getting exhausted way too quickly due to not being in shape to run and jump and all that with that kind of a system. (Might be good for getting them /in/ shape, though. :))

David was interesting in his interview with Edge when he said the Oculus Rift could be damaging to the industry perception due to decoupling you from the real world, but that with the Omni etc it did have potential, so I would say Oculus Rift isn't something that is going to be coming to Elite quickly.

Also I agree with reaction times and on top of it how do players even see something like the omni working with Elite?

Most of the game is spent sitting in your cockpit, so even when out of that do you want to transition from your desk chair to an Omni? You are certainly not going to stand in one for hours on need to fly a space ship.

So will peripheral designers look at Space games and design Omni equivalent flight sim chairs??

That being said, I would love to play Elite with an Oculus and headphones, to feel as if I am almost actually within my environment. But I do have real life concerns with it, let alone the chance of me & motion sickness :(
 
Just had a go of the rift along with the Titans of space demo.
OMFG!
Really really really hope FD add support for the rift or at the very least there is some kind of 3rd party hack.
At the very least Star Citizen should have it so I can get my VR space rocks off.

Won't be getting a dev kit due to the low resolution (it's still amazeballs but grainy) but await for the consumer version with baited breath.

Had a blast on team fortress 2 for a bit, mentally good fun in VR but now need a rest :)
 
Just had a go of the rift along with the Titans of space demo.
OMFG!

Welcome to the OR Fanboi Club! ;)

Titans was one of the first things I demoed too and it was an awesome one to start with. Really gave a flavour of how space could feel in VR.

There are a few space flyer demos worth looking out - none of them are very polished but they all give a great idea of how a full cockpit view would feel (rather than Titan's open cockpit.)

Also, make sure you run the demos in as high a resolution as you can (even though OR res isn't that high) as it does dramatically improve the quality. I run all mine at 1920x1200 and it looks way better than 1280x800, even though that is the native OR resolution! If you're using a UDK demo (that doesn't have a pre-launch resolution selection) then editing one of the config files to change the default resolution and screen percentage makes a difference in those ones. All dependant on what your PC can handle too, of course... no point if it drops below 60fps.
 
I was lucky enough to try the HD Prototype on the weekend...
Wow. Indescribable experience. :eek:

My dev kit is due to arrive in the next week or so, I cannot wait to play everything with this now I have tried it.
 
I was lucky enough to try the HD Prototype on the weekend...
Wow. Indescribable experience. :eek:

My dev kit is due to arrive in the next week or so, I cannot wait to play everything with this now I have tried it.

I hope you're not too disappointed by the backwards step from HD prototype to the dev kit... let us know your impressions about the difference between the two.

Remember to run things in a higher resolution that the dev kit is - it dramatically improves the image. For UDK things this means editing config files but is well worth it.
 
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