[QUOTE=Untouch;40209067]How does TF2 do the HUD?[/QUOTE]
It's explained in Valve's GDC presentation: [url]http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf[/url] (19th slide and onward).
Basically they render it on a plane about a meter in front of your view.
[quote]During Rift setup, you can actually input your real-life dimensions, so that when you step into a game, you'll be at the right eye level.[/quote]
Now that's interesting.
"Playing as the Heavy proves to be quite enjoyable in VR, but playing as the supernaturally fast Scout becomes a bit too frenetic for VR play. "
I have a feeling that the people that were playtesting that were in the dataset to judge that are too few to generalize that statement.
[QUOTE=Ithon;40209335]"Playing as the Heavy proves to be quite enjoyable in VR, but playing as the supernaturally fast Scout becomes a bit too frenetic for VR play. "
I have a feeling that the people that were playtesting that were in the dataset to judge that are too few to generalize that statement.[/QUOTE]
The Scout runs at 25 mph, I can totally see why that's really fast and jarring for the average person who likely doesn't have their VR legs
[QUOTE=Ithon;40209335]"Playing as the Heavy proves to be quite enjoyable in VR, but playing as the supernaturally fast Scout becomes a bit too frenetic for VR play. "
I have a feeling that the people that were playtesting that were in the dataset to judge that are too few to generalize that statement.[/QUOTE]
There are 3 kinds of people when it comes to VR: those that get their 'VR legs' over time, those who will always feel motion sick when playing for too long, and those who the [url=http://wiki.teamfortress.com/wiki/Oculus_Rift_User_Guide]TF2 Oculus User Guide[/url] describes as such:
[quote]Some very lucky folks never get any effects at all and can play for many hours. You are freaks and the rest of us are very jealous of you.[/quote]
I think your sense of comfort with VR will largely depend on how easily you get motion sick.
[media]http://www.youtube.com/watch?v=P50fvL_EWYY[/media]
Video where they show off all the different control modes for tf2 and the configuration if anyone is interested in that.
Anyone got a link to a video where it's actually used in a real match?
I hope Eagle Dynamics supports it. Otherwise I won't buy it.
That would be cool if they could somehow track your arms and render those in-game, imagine playing something like fallout and being able to use the pip-boy by physically raising your arm.
There are currently only ~16 people using Oculus Rift in TF2 if it means anything. I'm not sure if this number is [I]completely[/I] accurate because of private accounts and testing the Oculus Rift itself.
[QUOTE=Ardosos;40211472]That would be cool if they could somehow track your arms and render those in-game, imagine playing something like fallout and being able to use the pip-boy by physically raising your arm.[/QUOTE]
I've seen a video by a guy using VR goggles that I think were the Rift, but not sure. A camera tracked his arms and legs and translated them into the virtual world (looked very fuzzy tho) where they could also interact with stuff. There even was something in place that tracked his feet when he wasn't looking at it so that he could take a single step in a direction to make the char go that way, then take back the step to stop the char. When he looked down in the virtual world, he could see the "safe" circle for no movement and the ring of "walk" around it on the floor.
He even used a Portal Gun ingame. The gun itself was tied to a stick he held IRL, so it was easy for him to, say, throw it with one hand and catch it with the other and still have it a completely functional piece of the world.
Hell, I could take a shit in my pants if i play Dead Space with First Person and that Fancy Oculus Rift.
How to solve loadings: use level streaming. Simple as that.
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