ED and the Oculus Rift DK1 Discussion Thread

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It was interesting to see that EvE Valkyrie is actually being developed as an Oculus Rift/CCP co-production, and being released as an exclusive launch title. I hope the OR guys stay sensible and don't view ED and SC as competitors.

Valkyrie's just a shoot 'em up though, in effect. To be honest I think that for CoD style VR action, Valkyrie is going to kick both Star Citizen and ED's respective butts! Designed solely for VR, it's going to be a bit of a VR showcase I reckon.

However, combat is the least part of ED and SC I am interested in, so that's okay. ;) One game for a bit of a mindless frag-fest and then ED (and possibly SC) for the full depth of game.
 
I was just meaning that I hope Oculus remain uber-solicitous, and put their back into helping make Elite and Star Citizen as good as a VR experience as they possibly can be. Not going as far as purposely making them look bad compared to EvE:VR. SC I do worry about anyway, as I suspect it will require turning everything down to 'Low' to get a halfway respectable frame-rate.

Must say that if Valkyrie turns out to be just a frag-fest, that would suit me down to the ground. That would probably become my No. 2 space-game after Elite...
 
Oculus advantage

The rift seems to be a massive advantage in combat and I wont be getting one any time soon, I imagine many people are in my position watching the alpha vids feeling quite worried. Are there any plans to help balance it out?

Does it need balancing?
Is the radar enough?

would H.U.D pointers be a solution as they go off-screen.
 
The rift seems to be a massive advantage in combat and I wont be getting one any time soon, I imagine many people are in my position watching the alpha vids feeling quite worried. Are there any plans to help balance it out?

Does it need balancing?
Is the radar enough?

would H.U.D pointers be a solution as they go off-screen.

I haven,t noticed a big difference here.
don,t worry
 
Looks to me like there will be an advantage in terms of visual freedom, but I think it would be a shame to not embrace this new technology.

You can look around the cockpit without OR, but it won't be the same natural kind of control. Track IR could also be a solution, but I won't be looking into that since I plan on getting an OR anyway. Will be a while till it's ready for release, but until then I'll just be using a regular monitor.
 
At least as of right now, I don't really see OR giving anyone much of an advantage. The dev kits are low resolution, so I imagine the low graphical fidelity and lack of perceptible distance would actually put users at a disadvantage. I haven't even used mine with Elite D yet, because I imagine the nausea would set in pretty quick
 
The rift seems to be a massive advantage in combat and I wont be getting one any time soon, I imagine many people are in my position watching the alpha vids feeling quite worried. Are there any plans to help balance it out?

Does it need balancing?
Is the radar enough?

would H.U.D pointers be a solution as they go off-screen.

As someone who has played both ways roughly equally, it's a definite advantage for me... but then I'm using an XBox controller so the freelook function is not so great to use on a normal monitor (I have it bound to right analogue stick with pressing that stick in toggling between freelook and lateral thrusters).

It's incredibly intuitive to track an opponent with the OR because well, you know, you just at it! It's what you would do in real life so it takes no thought and very little effort.

Does it need balancing? Well, the general consensus on the forums seems to be that peripherals are a person's own choice and that's just the way it is - if one is better than another then it's just tough on the people with the "lesser" hardware, but software advantages (3rd person/HUD-only views) should not be allowed (even though the gains of an OR/HOTAS setup will be much more significant IMHO).

They should probably implement padlock view for regular monitor users to try and get things a little closer.
 
I tender to agree that OR is advantageous, but I imaging so is a joystick over a Xbox controller, which is better than keyboard.

There are some TrackIR alternatives using regular cameras, though how they compare to a proper TrackIR, I am not sure.

So, in conclusion, the more you spend, the better the control, and the in game experience. That has be a fact of PC games forever!

Also, I am guessing most OR players will need to take a break often, as I understand the lag (currently) is pretty bad. When they hit the magic 20ms lag they are aiming for, that will probably be fixed too.

I am not in Alpha, but have used basic head tracking in Forza 4 & 5, in the end I turned it off! as it was tricky determining which way was forward! I think Elite appears to have done a better job. difficult to tell 100% for sure on the videos.

SlimExpert
 
Bit harsh when its so immersive and looks fun, I guess im asking do the alpha 2.0 players feel its an advantage?

I think you missed the idea of my comment.
inb4 is a common forum phrase used to say "I'm putting this here before [this] happens". It is often used as sarcasm.

Now, considering the number of threads that have come up wanting game elements banned or rebalanced, without appreciating this is still an alpha phase (but the thread OP's will insist they do know what an alpha phase is when it's obvious they don't, but that's a whole other debate), my inb4 ban oculus rift thread comment was a sarcastic remark aimed at the ban / rebalance threads.

I actually am in favour of the Oculus Rift in the game.
 

Yaffle

Volunteer Moderator
I don't mind about any purported advantage, but it seems that more effort has been directed at getting the Occulus implementation correct than for a multiple monitor setup.
Which is a little puzzling to me - number of commercial ORs in the world = nil, number of players with more than one monitor = lots.
 
Can you explain? Some of us can't access that thread. :(

Padlock view is where you press a button and your view will follow your targeted ship wherever* it goes. So it basically simulates someone with a Rift keeping the target in the centre of his vision.

*If you lose visual due to it flying behind you, for example, the lock would/should break.
 
Padlock view is where you press a button and your view will follow your targeted ship wherever* it goes. So it basically simulates someone with a Rift keeping the target in the centre of his vision.

*If you lose visual due to it flying behind you, for example, the lock would/should break.
Sounds like a good idea to me.
 
I don't mind about any purported advantage, but it seems that more effort has been directed at getting the Occulus implementation correct than for a multiple monitor setup.
Which is a little puzzling to me - number of commercial ORs in the world = nil, number of players with more than one monitor = lots.
This simple answer to this is that multi-monitor support is a known quantity. Improving it later won't break things in new and exciting ways.
 

Yaffle

Volunteer Moderator
This simple answer to this is that multi-monitor support is a known quantity. Improving it later won't break things in new and exciting ways.

Thanks Ben - I appreciate the answer, and a good point I'd not thought of!
 
Its hard to argue that multi-monitor, trackir or occulus rift won't offer a small in game advantages.

Frankly, who cares? The cool factor of these technologies far outweighs the small advantage anyone might have from them.

If the Rift lives up to its potential, and its looking like it going to, what self respecting gamer seriously wouldn't have one?
 
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