• Virtual Reality Headset Oculus Rift and Half-Life 2
    99 replies, posted
[video=youtube;5H2rL-lBxRs]http://www.youtube.com/watch?v=5H2rL-lBxRs[/video] [I]Sincere apologies if late.[/I] Now imagine playing Portal 2 with those. My head will explode. :v: [B]EDIT:[/B] [QUOTE]“I’ve added full head tracking and weapon tracking to Half-Life 2 in preparation for the Oculus Rift dev kit launch,” writes the creator Nathan Andrews. “Once the official rift APIs are available I’ll integrate them, giving people ~70 hours of content (this also works for episode 1 & 2, the Lost Coast and tons of user generated maps, etc) that they can use to test out their Rift.”[/QUOTE]
Oh dear, that looks like a lot of fun. But how would the movement work?
[QUOTE=themodtester;39471115]Oh dear, that looks like a lot of fun. But how would the movement work?[/QUOTE] Maybe on the gun itself there'll be WASD and Spacebar?
Awesome!
Even if it looks annoying in the video, it isn't when you wear the helmet. Or maybe you guys already knew since it's pretty obvious.
[QUOTE=RocketRacer;39471177]Maybe on the gun itself there'll be WASD and Spacebar?[/QUOTE] I'd imagine the best place for that would be where you grip on the gun with your left hand, would be quite comfortable to move just as you would on your keyboard while still remaining free to move IRL. [editline]4th February 2013[/editline] also goddamn I can't imagine what it would feel to see the game and FEEL the gun in your hands, even better with force feedback
Oh god, that would be so immersive. Jesus christ. Edit: The is the only reason I want the Oculus Rift. Couple this with noise pairing headphones, and HNNNNGH. Also: It's likely that the movement and use key are on the gun itself.
[QUOTE=Perl;39471359] also goddamn I can't imagine what it would feel to see the game and FEEL the gun in your hands, even better with force feedback[/QUOTE] And no HUD crosshair. [I]Only you, and the gun.[/I]
god fuck tits I need one of these!
The gun has two Hillcrest trackers on it, to measure the position etc.
HL2 is already incredibly immersive. With this it would be unbelievable.
This looks like it could be really handy for machinima if you ported it into Garry's mod Either way, this is fucking awesome. I want one now
Pretty cool.
oh my god, imagine actually having to use the sights on your gun, aligning them yourself, et cetera et cetera
[QUOTE=Magmacow358;39471471]This looks like it could be really handy for machinima if you ported it into Garry's mod Either way, this is fucking awesome. I want one now[/QUOTE] Machinima? Not only - CoD: Gmod Edition, or something. You could use this for easier building as well.
This is pretty cool and all but frankly I would rather play something like Metro 2033 on it, way more immersive.
[QUOTE=FpShepard;39471507]This is pretty cool and all but frankly I would rather play something like Metro 2033 on it, way more immersive.[/QUOTE] Battlefield 3 :v: I'd love to try TF2. No joke.
[QUOTE=RocketRacer;39471516]Battlefield 3 :v:[/QUOTE] Actually that as well, i'm wondering how the lens flare of doom will look like though.
[QUOTE=Mastahamma;39471494]oh my god, imagine actually having to use the sights on your gun, aligning them yourself, et cetera et cetera[/QUOTE] Can you imagine playing Arma with something like this? Minding your own business when suddenly a hail of fire erupts over your head, you hit the deck and fumble to get your gun working and figure out where the fire is coming from? Rift, I may not think you are perfect, but you're just the accessory we need to realize how we can take gaming a step further.
I was wondering why the lake scene at the end looked so much more realistic than I remembered. Then it hit me. Usually in a video game your gun moves the camera, but with this, you can shoot where ever you'd like.
Just fix the viewmodels and I'd so buy this.
No Ravenholm footage? Anyways fucking incredible
You could also hook up cellphone vibrating motors to a serial interface and set them up to bone locations on your body to simulate hit location feedback. Valve bipedal skeletons have ridiculous amounts of translatable hit locations, some down to the finger. [img]http://i.imgur.com/hFyvr8D.png[/img] Obviously you don't need that many vibrating motors, but you could choose some select locations based on places where players are apt to get hit the most, and turn a player's body into a physical controller.
Blind firing round corners? that. is. awesome. i so want this.
Make a sword that works like the gun, play Chivalry, wreck room.
[QUOTE=SgtTupelo;39471860]Make a sword that works like the gun, play Chivalry, wreck room.[/QUOTE] Mount&Blade, too. As for the bow, we can use the gun.
[QUOTE=amcfaggot;39471610]You could also hook up cellphone vibrating motors to a serial interface and set them up to bone locations on your body to simulate hit location feedback. Valve bipedal skeletons have ridiculous amounts of translatable hit locations, some down to the finger. [img]http://i.imgur.com/hFyvr8D.png[/img] Obviously you don't need that many vibrating motors, but you could choose some select locations based on places where players are apt to get hit the most, and turn a player's body into a physical controller.[/QUOTE] Attach electrodes that gives you a little sting when you're hit.
This is the kind of thing that makes me genuinely consider getting a Rift Devkit.
That's incredible. One of the main reasons I want this. I just hope they can get some better displays in the final versions, preferably OLED (a man can dream...)
Damn. I can't imagine to play TF2 with Oculus Rift. We'll need a gun that is shotgun, pistol, minigun, flamethrower, rocket launcher, grenade launcher, sniper rifle, revolver, butterfly knife, wrench, bat, axe and even fists at the same time. :v: OR we could make gloves that work like the gun, for example one arm is for action(hitting something) and second one is for movement...
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