• Oculus Rift / Virtual Reality General
    4,360 replies, posted
[QUOTE=Uberpro;48244129]I see much talk here about people using those Vive lighthouses, gloves etc. Does VR make sense if I'm just going to sit infront of my mouse and keyboard playing arma, for example?[/QUOTE] I've not tried it but I've heard no it's not the best.
[QUOTE=Scot;48244143]I've not tried it but I've heard no it's not the best.[/QUOTE] If this is the case I'm considerably less hyped for VR [editline]19th July 2015[/editline] You'd think having an FOV like that and seeing only the game you're playing in 3D would be much better than just a screen, though.
Games need to be made for VR. Porting existing stuff like ArmA is generally shit. I also doubt the resolution on both the consumer Vive and Rift will be enough for something like ArmA where you're shooting at pixels even on a normal computer screen. Gonna need 4-8K HMDs before that.
[QUOTE=Uberpro;48244440]If this is the case I'm considerably less hyped for VR[/QUOTE] Shooters in general don't work very well with VR. A slower paced one like ARMA shouldn't be that bad, but in that game you'll probably run into issues with seeing enemies in the distance because of the resolution. ARMA is one of those games that's heavily dependent on high resolutions. CV1 is supposed to have mostly eliminated the screen door effect, but you're still not going to get the same resolution/pixel density that you have on a monitor. [QUOTE=Uberpro;48244440]You'd think having an FOV like that and seeing only the game you're playing in 3D would be much better than just a screen, though.[/QUOTE] VR is so much more than a monitor taped for your face.
I was gonna say that Hawken would be good in VR but apparently the game is dead.
Considering I had so much trouble playing Half Life 2, I really wonder how something as crazy quick as Hawken would be remotely tolerable. I didn't think to try it when I had the DK2, but I wish I had.
Because you're in a cockpit.
[QUOTE=Scot;48244573]I was gonna say that Hawken would be good in VR but apparently the game is dead.[/QUOTE] There are mech games out now that are trying to do the VR thing, and I've heard they do it well. So that genre's probably going to be a good fit for VR. Cockpit simulators in generally work pretty well in VR, apparently. I'd imagine they'll be the go-to for the VR chair gamer.
If you want to try a VR mech game you need to play Vox Machinae. It was so good, it made me like VR and turned me I to a believer.
[QUOTE=Why485;48247204]If you want to try a VR mech game you need to play Vox Machinae. It was so good, it made me like VR and turned me I to a believer.[/QUOTE] I just wish it had more content.
How does DCS work with Occulus? I've been thinking of getting either VR system and start playing flight sims.
DCS has terrible, juddery support. It's not a made for VR game (see previous posts), it's just a "support" tacked on as an afterthought.
DCS?
[QUOTE=SIRIUS;48248278]DCS?[/QUOTE] [url=http://www.digitalcombatsimulator.com/en/]DCS[/url].
[QUOTE=Orkel;48248113]DCS has terrible, juddery support. It's not a made for VR game (see previous posts), it's just a "support" tacked on as an afterthought.[/QUOTE] thats sad to hear, when was the last time you tried it?
[QUOTE=abcpea;48249214]thats sad to hear, when was the last time you tried it?[/QUOTE] DCS World 2 is going to have much better Oculus Rift support. Apparently somebody in Oculus likes DCS and has given Eagle Dynamics the hookup and ED wants to make DCS2 a sort of show off for the Oculus. It's working in direct mode and GUI works in the Rift. At this very second, they're having a little bit of difficulty with the mouse cursor and depth of field, but there's already plans for how to get around that. Wags was talking about instead of a mouse, you move around a laser pointer. The other problem they're having is purely performance. DCS is already a hard game to run. DCS 2 is supposed to get significantly better framerates, but trying to guarantee 90 is not easy. They also got a VIVE in house a couple days ago, but there's no official word on support.
cool
What about Elite Dangerous? Hows VR support for that game?
[QUOTE=booster;48251458]What about Elite Dangerous? Hows VR support for that game?[/QUOTE] i've heard that the support is good but that the game is bland
That is a fair description.
[QUOTE=bitches;48251483]i've heard that the support is good but that the game is bland[/QUOTE] Last I played it, I had a choice between space jousting or space trucking. Have they added anything else in?
[QUOTE=Sgt. Khorn;48252255]Last I played it, I had a choice between space jousting or space trucking. Have they added anything else in?[/QUOTE] More space jousting.
Just gave a borrowed LeapMotion a shot for my thesis project, with the DK2 mount. It's... not that great. At least with the VR demos I tried on their app store. Horribly fiddly, tends to lose tracking a lot or make your hands spazz. Hard to aim at anything naturally since the positioning systems are not in sync (and why the hell not, you know where the LM is when it's on the mount right?). Not such great news for my thesis project since I needed an input method to compare others with :/
Everyone says games need to be made for VR but honestly a good VR reworking of an existing game would work 100% fine for me. I get that for "most people" VR needs to be VR exclusive games for it to "make sense". But I don't have any sort of crazy reaction with it. It is perfectly serviceable in "normal games" for me.
[QUOTE=woolio1;48252782]More space jousting.[/QUOTE] You know, if they actually added spears or lances into the game, I'd play it again.
[QUOTE=Sgt. Khorn;48252920]You know, if they actually added spears or lances into the game, I'd play it again.[/QUOTE] reminds me, star citizen had an extremely limited sale of one of the antagonistic alien species' ships, and people have found out its decorative looking 'ramming blade' is actually listed in the weapons UI. [t]http://starcitizens.com/wp-content/uploads/2013/12/Star-Citizen-concept-art-syth.jpg[/t] (direct your center-of-mass complaints to the SC thread) Even with ramming being an intentional function (I've heard a lot of people say they get wrecked but the enemy doesn't when these things crash into them), I pretty quickly realized when I first started playing with star citizen that the NPCs were [i]less[/i] inclined to ram you head-on than any of the ones I fought in ED. I had to intentionally strafe funky angles half the time because they played a relentless game of chicken I'm eagerly awaiting their implementation of Oculus, since they were waiting on Crytek to add official support to the base engine (which recently happened). I've seen some people flying via VorpX but I'd rather not drop a bunch of cash on a hackey curiosity
[QUOTE=KorJax;48252909]Everyone says games need to be made for VR but honestly a good VR reworking of an existing game would work 100% fine for me. I get that for "most people" VR needs to be VR exclusive games for it to "make sense". But I don't have any sort of crazy reaction with it. It is perfectly serviceable in "normal games" for me.[/QUOTE] Yeah but unless the VR implementation is solid, which often requires changes to core mechanics and design, it just doesn't live up to its potential and won't add as much value (and adding value to your experience is entirely what VR is being sold on). Alternatively, I think it'd be fun for larger games to re-use assets to make VR specific minigames. That way costs can be kept down while experimenting with high quality VR content.
[QUOTE=dai;48252959]reminds me, star citizen had an extremely limited sale of one of the antagonistic alien species' ships, and people have found out its decorative looking 'ramming blade' is actually listed in the weapons UI. [t]http://starcitizens.com/wp-content/uploads/2013/12/Star-Citizen-concept-art-syth.jpg[/t] (direct your center-of-mass complaints to the SC thread) Even with ramming being an intentional function (I've heard a lot of people say they get wrecked but the enemy doesn't when these things crash into them), I pretty quickly realized when I first started playing with star citizen that the NPCs were [i]less[/i] inclined to ram you head-on than any of the ones I fought in ED. I had to intentionally strafe funky angles half the time because they played a relentless game of chicken I'm eagerly awaiting their implementation of Oculus, since they were waiting on Crytek to add official support to the base engine (which recently happened). I've seen some people flying via VorpX but I'd rather not drop a bunch of cash on a hackey curiosity[/QUOTE] VorpX isn't that bad, but it's definitely 'hackey'.
I gotta say something about Vive v Rift v Everyone Else, and it's probably not new but I think it's worth thinking about. The thing that is going to sell VR is the software. One hardware platform can have every single advantage in the world but if the other has more/better software/experiences, then THAT is the one that is going to succeed. I know we are still ages from release, but it seems very clear that Oculus is being much more aggressive than HTC/Valve with software. How many Oculus Rift supporting (not necessarily exclusive, mind you) games (both existing and upcoming) can you think of? Now, how many Vive games can you think of? Part of that is thanks to the HUGE head start Oculus got by getting prototype devices into the hands of enthusiasts and developers ASAP. There are developers who, by launch, will have been developing for the Rift for more than a year. Those developing for the Vive will have had less than 6 months. Another part of that is Oculus literally making their own games and paying other developers to do the same, AND even contributing to projects that are NOT exclusive to their own platform! The fact is, it probably won't come down to a "killer app" but many different "cool apps" on Oculus' platform and Vive launching with an underwhelming range of titles. Just something to think about.
[QUOTE=GeneralSpecific;48253245] The fact is, it probably won't come down to a "killer app" but many different "cool apps" on Oculus' platform and Vive launching with an underwhelming range of titles. [/QUOTE] that's still just an assumption though we know all about the stuff that Oculus is doing because they're being extremely public about it, versus Valve who are almost always secretive about everything they do anyway. We had no idea about that kick-ass portal-themed Vive demo until it came out, and I would be willing to be we will keep seeing stuff like that popping up as the Vive comes closer and closer to release. Valve is known for showing up out of nowhere and dropping bombs, so I wouldn't count them out. point being: its still WAY too early to tell what things are going to look like come release for the Vive or the Oculus. [editline]20th July 2015[/editline] plus, don't forget: [quote]On April 30, 2015, Epic Games announced support for Valve's SteamVR technology, [B]allowing developers to create VR projects with Unreal Engine 4 for the HTC Vive virtual reality headset. Epic said that SteamVR is completely integrated into Unreal Engine 4 across Blueprint visual scripting and native code, meaning projects can be built without dependent on programmer support if needed.[/B] Epic's own Showdown tech demo can already be experienced on SteamVR using the HTC Vive headset.[/quote] which is a huge deal for content development
Sorry, you need to Log In to post a reply to this thread.