• Oculus Rift and Team Fortress 2
    100 replies, posted
[QUOTE=Kljunas;40170182]Well even if TrackIR could detect 180° rotations, the main problem is that if you look behind you you can't see your screen any more :v:[/QUOTE] or you see heavies ass and everyone sees heavy with his head doing a 180 [thumb]https://deadshotland.files.wordpress.com/2012/04/heavy-weapons-guy1-1.jpg[/thumb]
They should just have regular TF2 have the cool from-the-head first person view anyway.
[QUOTE=V_Buns;40175240]They should just have regular TF2 have the cool from-the-head first person view anyway.[/QUOTE] yeah, save space in the game files from all the separate view-models.
[QUOTE=V_Buns;40175240]They should just have regular TF2 have the cool from-the-head first person view anyway.[/QUOTE] We should ask Valve if we could make it an optional setting or something, it's actually pretty cool. Some animations would obviously not work too well, but it's an understandable factor.
Mode 3 sounds amazing for Spy. Crouching off in the distance, knife in hand, scanning the area by looking around with your head for your next target. I want this so bad.
oh god fucking around with FOV has got to be so disorienting like this
The ability to fire in one direction while checking your corners seems incredibly unfair to people running standard 16:9 / 16:10 monitors without head tracking. I feel that in future competitive games good players with the Oculus Rift could do better than people without one. I mean you won't be as fast or accurate as plain mouse, but it's still a whole new level of game balance annoyances.
[QUOTE=Super Muffin;40183746]The ability to fire in one direction while checking your corners seems incredibly unfair to people running standard 16:9 / 16:10 monitors without head tracking. I feel that in future competitive games good players with the Oculus Rift could do better than people without one. I mean you won't be as fast or accurate as plain mouse, but it's still a whole new level of game balance annoyances.[/QUOTE] You'll have a relatively way worse pixel density which makes you worse at long ranges as a tradeoff.
[QUOTE=Super Muffin;40183746]The ability to fire in one direction while checking your corners seems incredibly unfair to people running standard 16:9 / 16:10 monitors without head tracking. I feel that in future competitive games good players with the Oculus Rift could do better than people without one. I mean you won't be as fast or accurate as plain mouse, but it's still a whole new level of game balance annoyances.[/QUOTE] •Someone playing at 2560x1440 has an advantage over someone playing at 1280x720. •Someone playing at a high framerate due to having a powerfull pc has an advantage over someone with a shitty pc. I could go on. Welcome to the world of hardware.
[QUOTE=alx12345;40170249]How much that thing cost?[/QUOTE] 300$
[QUOTE=darth-veger;40160608]Sound will have a mayor part when using the Oculus... After returning my Logitech G930 because it kept giving problems i might give a other headset a new shot[/QUOTE] Just get some AD700s. [editline]6th April 2013[/editline] [QUOTE=Talishmar;40161942]Desk mic with Rift might be less than ideal though.[/QUOTE] Nah, my desk mic can pick me up just fine from anywhere in the room. [editline]6th April 2013[/editline] [QUOTE=Edthefirst;40167840]Well the key difference being that 3D panels are two screens stacked on top of each other. This is just one screen with each eye only being able to see one half. It's ultimately the same thing with the exception of this implementation being cheaper.[/QUOTE] And arguably, much more effective. It's different from traditional 3D on a flat panel in that the way the eye focuses on the screens, objects feel like they're really there on the Rift instead of just cardboard cutouts like on a TV with glasses.
Sorry, you need to Log In to post a reply to this thread.