Is anyone developing for the S.T.A.L.K.E.R. series?
I don't have a hydra, but I imagine that it must feel weird to wield virtual items and not feel any weight from them.
[editline]29th June 2013[/editline]
(when using rift)
[QUOTE=KorJax;41225326]I'd love to get a rift and make a hiking-focused game around it exclusively. That type of stuff (and exploration in general) would be a lot of fun I think, and relaxing, to play with a rift.
Sadly, I still have one year of uni left so I'd basically have to drop out to do it (which does sound KIND OF appealing but not really something I want considering I'm essentially getting a free ride so I might as well take advantage). Also, I don't know programming very well (but I can script in languages like papyrus for Skyrim, which is python based, decently). And its the kind of game that would work best if I was enough of a wizard to make it actually look really good, something I wouldn't be able to easily pull off on my first Unity project :v:
Maybe in the future.[/QUOTE]
Or you can go outside and hike and make a game about something we can't do in real life easily.
[QUOTE=J. F. Christ;41235654]Or you can go outside and hike and make a game about something we can't do in real life easily.[/QUOTE]
I live in Estonia, the tallest mountain here is 2 meters above sea level and everything else is almost completely flat.
Sure it's not the same as doing it for real, but hiking in some amazing landscape would be great.
[QUOTE=J. F. Christ;41235654]Or you can go outside and hike and make a game about something we can't do in real life easily.[/QUOTE]
You can say the same thing about car sims.
[QUOTE=J. F. Christ;41235654]Or you can go outside and hike and make a game about something we can't do in real life easily.[/QUOTE]
Says the guy who likely has never been hiking beyond a wooded path in his life and doesn't know what it means to enjoy the act of exploration and discovery
Quick questions about the Rift --
Does it lower performance? And is the screen 3D or 2D?
[QUOTE=J. F. Christ;41235654]Or you can go outside and hike and make a game about something we can't do in real life easily.[/QUOTE]
It's because of people like you that we're not already living in a virtual reality. It's going to happen sooner than you think.
[editline]29th June 2013[/editline]
[QUOTE=ForDaNords;41239543]Quick questions about the Rift --
Does it lower performance? And is the screen 3D or 2D?[/QUOTE]
Yes, not only do you have to render everything twice (required because each eye needs their own projection and view matrices) But you have to scale up the resolution by a considerable amount to make better use of the screen.
Your second question doesn't make sense.
[QUOTE=KorJax;41239430]Says the guy who likely has never been hiking beyond a wooded path in his life and doesn't know what it means to enjoy the act of exploration and discovery[/QUOTE]
no hes just saying why make a game where you can go on a virtual walk when you can go outside and go on a real walk
Im sorry but hiking in a game doesn't sound interesting. It'd be interesting as a Rift demo or as one of the first rift experiences you have but I don't think I'd be finding myself spending more than 20 minutes in a hiking simulator when I can go outside and smell fresh air
[editline]29th June 2013[/editline]
[QUOTE=ForDaNords;41239543]And is the screen 3D or 2D?[/QUOTE]
Considering each eye has it's own viewpoint I'd assume that it would appear 3D because of depth perception
I think there is a much larger possibility for casual-like games with the rift and other VR equipment. I think older people would enjoy virtual walking for a few reasons.
[editline]29th June 2013[/editline]
Each display is 2D. If you find a video with the split-screen showing on the person's monitor, each screen shows off one eye.
I'm borrowing a rift from a friend, and I have to say Titans in Space scared me, the rift took me out of my comfort zone (not in a vomiting way)
I ordered my dev kit during the kickstarter mid last year...just got it four weeks ago, lol. Worth it but!
First semi-VRMMO on kickstarter, I think it is atleast. Not your usual fantasy RPG though, it's more like Second Life style.
[url]http://www.kickstarter.com/projects/surreal/surreal-adventures[/url]
[editline]29th June 2013[/editline]
Yeah it's got Rift support but isn't [I]made[/I] for the Rift. So it's not really a true vrmmo in that sense
it looks like it would have been good like eight years ago
[img]http://i.imgur.com/EITgWXA.png[/img]
...
[img]http://i.imgur.com/XrwzDNeh.png[/img]
[editline]29th June 2013[/editline]
[url]http://www.mediafire.com/download/q7ockooafron7bm/WindowsVRChristmas.zip[/url]
[QUOTE=layla;41239551]Yes, not only do you have to render everything twice (required because each eye needs their own projection and view matrices) But you have to scale up the resolution by a considerable amount to make better use of the screen.[/QUOTE]
I thought it only had one screen, and one resolution but the view was split in half, and is actually exactly as displayed on a moniter? Or is it actually two separate screens inside?
[QUOTE=Daemon White;41246062]I thought it only had one screen, and one resolution but the view was split in half, and is actually exactly as displayed on a moniter? Or is it actually two separate screens inside?[/QUOTE]
There is a single monitor inside, and it appears exactly as the screenshot above you does. The way the Rift is designed, however, means that the lenses and dividers inside warp the image so that each eye receives a separate, different view. This is what creates the 3d effect.
Also, let's suppose that the screen inside is 1080p. That means that the screen is split in half, again, as seen above. So your computer and the game engine needs to render the scene twice. Once at 960x1080 for the left eye, and once at 960x1080 for the right eye.
Ah, right then. So, it's rendered once on the moniter, and then again in the oculus? If so, then shouldn't there be a way to render it to the oculus only? Or is it a video stream to the oculus?
No. The image on the screen and on the Oculus is the same (it is just that the Oculus has lenses to "unwarp" the image).
It renders the scene twice; once for each eye like he said. It puts the video game "camera" where one "eye" would be, renders, then moves on to the other eye and does the same thing. Both of these renders are put onto one image which is then displayed on the oculus and the monitor.
It should cost little to no extra resources to display it on both.
Alright. Thanks for explaining it. Was wondering how my computer might perform with it compared to what I get now (1680x1050, varying FPS, avg is about 40-50FPS), but it should be fine.
If you can run a game at 1920x1080 at 60fps with Vsync enabled, then you can run it on the Rift. If you're only getting 40-50fps at 1680x1050, I dunno man, you might want to upgrade for the consumer Rift.
Haha.
[hd]http://www.youtube.com/watch?v=Umlw18cRRQI[/hd]
[quote]It's a test run at an MMO using the Rift and it looks very nicely done. menus seem to pop up in the center, the perspective looks good and from the frame differences it looks like it is in 3D.
Never heard of the game (Gekkeiju Online) but am really excited to try out an MMO with the Rift.[/quote]
Those goddamn fucking menus.
Fuck
I'm in a bit of a dillemna: I have a Leap preorder from last year. I've been interested in that (and also it's only $70 for me), but at the same time I've been thinking of saving up for a Rift. For the latter, is the August release a good time to 'buy in'?
(Also, if any of you want to steal me preorder spot, that should be able to be worked out, I think)
I've hesitated from Leap Motion because I'm not sure if they've locked down development to licenses and whatnot, or are leaving it totally open like the Rift.
i think the myo, if it ever gets released anyway, would be a waay better option than leap motion
Isn't the Myo pretty cheap too? For what it is, anyway. I would just be afraid it would slide off my horrible noodle arms and it'd be useless.
the myo seems way better than the leap motion
I don't have much faith in gesture-based controls in general. Almost every living creature on the planet has evolved to waste the least amount of energy to achieve something. Pressing a button with our finger is hard to improve in that regard. Gestures that just trigger to pre-defined actions are a waste of energy.
[QUOTE=Protocol7;41255377]Isn't the Myo pretty cheap too? For what it is, anyway. I would just be afraid it would slide off my horrible noodle arms and it'd be useless.[/QUOTE]
If I recall, it was only about [url=http://singularityhub.com/2013/03/14/thalmic-labs-announces-myo-gesture-control-armband/]$149[/url]
Personally, I'd wait for that to develop a little more (It's still not quite at a full version from what the [url=https://www.thalmic.com/myo/faq/]FAQ[/url]'s suggest), and stick with the Hydra controllers first.
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