Should VR be integrated into NS2?
Nautical_Nick
Australia Join Date: 2016-06-12 Member: 218444Members
So I was thinking, maybe NS2 could have some Oculus/Vive support for some extra immersion. Being commander would need to be changed a little bit to fit this new system but I think it would work.
[EDIT]
So I know this sounds far fetched and you may be thinking that this may not work but this is what this thread is about, to help people see what I see in the potential. So for the first-person perspective it would be like any other first person game. But for the commander role you would be looking at the map of the field with the menu's on the side. So what does the community of NS2 think?
You don't need 2 threads for the same topic - Mouse
[EDIT]
So I know this sounds far fetched and you may be thinking that this may not work but this is what this thread is about, to help people see what I see in the potential. So for the first-person perspective it would be like any other first person game. But for the commander role you would be looking at the map of the field with the menu's on the side. So what does the community of NS2 think?
You don't need 2 threads for the same topic - Mouse
Comments
Game **Could** use matchmaking? In-game gather system? better performance (Its great now from what it was a few years ago, but can always improve) 64bit? i could go on, but just looking around the forums will give you more.
However, I seem to recall @remi playing around with importing some NS2 models into Unreal Engine 4, just to see what it was like to view them in VR.
All that being said, Beige is right. It's not on our roadmap to add VR support. Even among those that already have a VR headset, the percent that would be able to comfortably play a fast paced first person shooter like NS2 and not get sick I believe would be quite small.
That's like saying we can save time/money when building a go-kart by harvesting parts from a space shuttle. Completely incompatible.
We do not know if VR would be a good fit for NS2, and at the very least it would not be used by many people. NS2 is on a tight budget and we are lucky that it is even being developed on this long after release.
I personally would rather UWE continue on the plan they already have. You can see their plan here.
Is NS2 the go kart or the space shuttle?
However, PLAYING NS2 in VR... Just no. I don't think it can be fun because moving and aiming must be a pain, especially aliens (have fun lerks).
lol.
SN is done in unity, which uses C# or Java or somesuch if I remember correctly. NS2 runs in a custom engine and is written in LUA. That is only the start of the incompatibilities.
There are projects and there are projects, and not all of them are created equally...
You'll learn in time :P
I already know that! I'm not stupid and I know that NS2 is built in a custom engine. Everything has similarities, just patch up the differences!
We have more than enough food producing capacity to feed everyone, let's end world hunger!
Sorry but it's not. I do a lot of work in the VR space on Subnautica and it's a ton of work if you're doing it right. NS2's codebase and pipeline are not set up for VR in the slightest, so would take an even bigger effort than we're doing on Subnautica (and it's more work than people think).
...and from a purely theoretical perspective, that would actually be simpler. Just move food from A to B.
It's not remotely that "easy" to "port" SN VR to NS2. At that point it would be better to do from the ground up. (Not like there's a point, anyway.)
To VR no (pple would be hospitalized for blunt wounds caused by furniture)
To NS3 yes!
Where would you fit it into the current NS2 long term goals?
How about under a new heading. An addition.
I want to see this spaceshuttle kart though
But yeah TBH, NS2 is a niche game as is VR still... A niche inside a niche might as well be nonexistent ey
He, that's gotta be fake!
Having just spent the last few hours watching an assortment of his videos, this is 100% not fake. The guy is nuts, in a good way.
It worked rather well in practice for head aiming and three-dimensional depth with UI elements, but the mechanics and speed made it near impossible to aim well without using the mouse (and thus, keeping my head perfectly still). It was annoying, but cool. If you have a chance try it out, do, but I sincerely doubt any user would feel the want or need to play with it all the time after experiencing it a few times due to the frustration and general neck craning that would come from moving and unable to shoot properly.
Mechanics are a huge part of VR, and since most of NS2's are built specifically for a keyboard and mouse, those sort of things wouldn't translate without huge sweeping changes (in addition to huge code additions which would go unused for pretty much every other player). In addition, big devs working with VR still haven't figured out movement, which is a huge part of first-person action games. Interaction was another huge hurdle, but the touch-paddle-things everyone has adopted has more or less mitigated any weirdness. That's probably why you don't see a ton of "full fledged" VR titles.
Why text blue?
He's a member of the community development team (CDT, now replaced by the Paid development team, PDT). Specifically, playtest lead.
Oh...That makes sense now!