Oculus Rift
eXa
Join Date: 2007-09-22 Member: 62400Members
<div class="IPBDescription">First truly immersive virtual reality headset</div>It's a A kickstarter project that some of the biggest developpers will dev for and it would be great to have it in NS2
<a href="http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game" target="_blank">http://www.kickstarter.com/projects/152337...p-into-the-game</a>
<a href="http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game" target="_blank">http://www.kickstarter.com/projects/152337...p-into-the-game</a>
Comments
How would you handle separate aiming and head tracking and still be competitive? It'd probably be very disorienting and make the game unplayable, or it'd annoy the hell out of people because some players can turn around without moving their model.
VR techs are cool, but not suitable for every game.
A very cool product though. I've had my eyes on it for a while now and I'll be keeping track of it, to see if it goes anywhere. :)
How would you handle separate aiming and head tracking and still be competitive? It'd probably be very disorienting and make the game unplayable, or it'd annoy the hell out of people because some players can turn around without moving their model.
VR techs are cool, but not suitable for every game.<!--QuoteEnd--></div><!--QuoteEEnd-->
huh? how is turning your head without moving your 'model' an actual problem in multiplayer???
given that'd you'd have to animate the model to have a twisting torso + head, but it's not that hard? the same can even be done if you don't have such a VR-headset.
if you stand still, and only move your mouse... well you get the idea I hope ;)
given that'd you'd have to animate the model to have a twisting torso + head, but it's not that hard? the same can even be done if you don't have such a VR-headset.
if you stand still, and only move your mouse... well you get the idea I hope ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
Because the game factors knowing where your opponent is looking into the gameplay quite a lot.
Skulks would be a lot more frustrating to play if you had to pick out the head direction of every marine before you can attack safely, or if marines could build/weld objects AND look around freely.
The problem is having your view be detached from your actions, actions dictate the way the silhouette of the model is pointing, view dictates where the danger lies for players looking to close distance.
Imagine playing metal gear solid where the enemies decide to use <i>actual</i> security cameras that are very small and enclosed inside a little black sphere so you can't tell which way they're pointing, and you get the idea.
this makes sense using a wireless game controller, otherwise you only replaced your mouse view but neither the mouse buttons nor the keyboard. now if you turn around 180°, your keyboard is out of reach. i can't imagine people would want a keyboard somehow attached to their body while wearing this thing.
that aside, ns2 has waaay to many important things on the list for this to deserve a decent priority.
this makes sense using a wireless game controller, otherwise you only replaced your mouse view but neither the mouse buttons nor the keyboard. now if you turn around 180°, your keyboard is out of reach. i can't imagine people would want a keyboard somehow attached to their body while wearing this thing.
that aside, ns2 has waaay to many important things on the list for this to deserve a decent priority.<!--QuoteEnd--></div><!--QuoteEEnd-->
It doesn't work quite like that, it's effectively a trackIR with a screen stuck on it.
So, just as with normal head tracking software, you can magnify head movements, and also retain mouse control over the centre of your head-tracked-panning.
So, you move the mouse to turn your character and use the keyboard to control it, but you move your head around to move your character's head and the centre of your view.
How would you handle separate aiming and head tracking and still be competitive? It'd probably be very disorienting and make the game unplayable, or it'd annoy the hell out of people because some players can turn around without moving their model.
VR techs are cool, but not suitable for every game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Kind of like TrackIR set up for an FPS game - You have a key you press, like right click, which brings up your centered sight view.
When I play a game I either want to relax/###### about or play competitively. It obviously is of no advantage to competitive players (just look at any competition setup for a game, you turn all detail off and reduce as much interference as you can. 'VR' would not be ideal for that). And if I want to relax do I really want to put on this bollocks huge, probably warm and fairly uncomfortable wrap around glasses thing. I already get a bit annoyed by having to wear my headset to play with friends.
Add into that the inevitable cost and support issues and it just doesnt look good at all.
It's technologically feasible.
Just not a fit for most FPS games.
Knowing where you enemy is looking via their body position is crucial for most games these days. Maybe one day this will change in the future, but that is the case for today's setup. For ArmA, this sounds like an excellent idea. NS2? Not so much.
https://forums.unknownworlds.com/discussion/133601/why-is-subnautica-using-unity-and-not-the-spark-engine
https://docs.unity3d.com/540/Documentation/Manual/VROverview.html