Author Topic: Oculus Rift - Will Aces High Support This?  (Read 12791 times)

Offline guncrasher

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Re: Oculus Rift - Will Aces High Support This?
« Reply #90 on: September 04, 2013, 05:54:22 PM »
AH has a lot of button and or key inputs.  Do these things have a way to see things like the Cougar MDF and the keyboard?

you cannot even see your own hands.


semp
you dont want me to ho, dont point your plane at me.

Offline ink

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Re: Oculus Rift - Will Aces High Support This?
« Reply #91 on: September 04, 2013, 06:08:12 PM »
If HTC decides to support these I absolutely plan on getting a set.  Being able to  sit in the virtual cockpit sounds like it will be a lot of fun.

hell ya :rock

I think it would be sick...add that to a "Dream Flyer".... :rock

Offline Fulcrum

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Re: Oculus Rift - Will Aces High Support This?
« Reply #92 on: September 04, 2013, 08:32:28 PM »
Oculus would be outrageous added to a motion chair like the Dreamflyer.  I'd probably barf playing AH!

This would be comical in its own way...tho' I doubt the wife would see it as such.
Going by "Hoplite" now. :)

Offline Vulcan

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Re: Oculus Rift - Will Aces High Support This?
« Reply #93 on: September 05, 2013, 01:40:33 AM »
hell ya :rock

I think it would be sick...add that to a "Dream Flyer".... :rock

Dreamflyer would screw with the head tracking.

Offline Vulcan

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Re: Oculus Rift - Will Aces High Support This?
« Reply #94 on: September 08, 2013, 05:48:39 PM »
Just a note DayZ is insane on the Rift  :devil  Zombies + VR =  :x

Offline jimson

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Re: Oculus Rift - Will Aces High Support This?
« Reply #95 on: September 08, 2013, 09:51:34 PM »
Dreamflyer would screw with the head tracking.

That is a problem, I hope there is a way to disable Occulus native tracking to use a reference point tracker like TrackIR or it will be useless for any sort of vehicle motion simulator.

Offline Vulcan

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Re: Oculus Rift - Will Aces High Support This?
« Reply #96 on: September 08, 2013, 10:01:25 PM »
That is a problem, I hope there is a way to disable Occulus native tracking to use a reference point tracker like TrackIR or it will be useless for any sort of vehicle motion simulator.

Sixense trackers appear to have a base station that provides relative tracking:  http://www.youtube.com/watch?v=UxSZ0fk_ubA

Offline jimson

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Re: Oculus Rift - Will Aces High Support This?
« Reply #97 on: September 08, 2013, 10:38:03 PM »
Can't watch the vid right now but it will be necessay to mount the reference point on the motion platform so it tracks head position and not platform position

Offline Wiley

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Re: Oculus Rift - Will Aces High Support This?
« Reply #98 on: September 09, 2013, 01:41:24 AM »
Pretty sure the Oculus is inertial.  Kind of hard to move the reference point. ;)

Wiley.
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Offline jimson

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Re: Oculus Rift - Will Aces High Support This?
« Reply #99 on: September 09, 2013, 09:50:41 AM »
Pretty sure the Oculus is inertial.  Kind of hard to move the reference point. ;)

Wiley.

Exactly, that is why you would need to be able to disable it in favor of trackIR or something similar and mount your sensor in the simulator so it would move with the platform along with you and only respond to head movement.

Offline Wiley

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Re: Oculus Rift - Will Aces High Support This?
« Reply #100 on: September 09, 2013, 10:35:16 AM »
Exactly, that is why you would need to be able to disable it in favor of trackIR or something similar and mount your sensor in the simulator so it would move with the platform along with you and only respond to head movement.

Ugh...  Profuse apologies for not reading the whole thread.  Misunderstood what your post was saying.  Yeah, hopefully it'll be optional.

I've never hooked up multiple tracking sensors to a PC before.  I've also never seen an option in any game ever to choose which head tracking device to use...  Sounds like the time may come where that will need to be there.

Wiley.
If you think you are having a 1v1 in the Main Arena, your SA has failed you.

JG11

Offline zack1234

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Re: Oculus Rift - Will Aces High Support This?
« Reply #101 on: September 09, 2013, 12:27:24 PM »
Is it  just track Ir nearer your eyes?

sit inside a tube of flexible screen when its properly developed in 5 years time.

Its a gadget so it must be good, I need one :)
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Offline Vulcan

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Re: Oculus Rift - Will Aces High Support This?
« Reply #102 on: September 10, 2013, 03:53:54 PM »
Ugh...  Profuse apologies for not reading the whole thread.  Misunderstood what your post was saying.  Yeah, hopefully it'll be optional.

I've never hooked up multiple tracking sensors to a PC before.  I've also never seen an option in any game ever to choose which head tracking device to use...  Sounds like the time may come where that will need to be there.

Wiley.

there is a lot of software out there that will feed sensors into a compatible output (ie freetrack or trackir emulation).

Most of the time I use OpenTrack, there are other options such as OpenPIE and GlovePIE.

DirectInput also supports such devices, so if the game supports trackers via DirectInput you're also good.

Offline Wiley

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Re: Oculus Rift - Will Aces High Support This?
« Reply #103 on: September 10, 2013, 04:59:13 PM »
there is a lot of software out there that will feed sensors into a compatible output (ie freetrack or trackir emulation).

Most of the time I use OpenTrack, there are other options such as OpenPIE and GlovePIE.

DirectInput also supports such devices, so if the game supports trackers via DirectInput you're also good.


Sounds configuration intensive.  Now that I think about it, I assume the head tracker for the oculus must have a USB connection.  Could probably just leave that unplugged and use whatever other device you saw fit.

Wiley.
If you think you are having a 1v1 in the Main Arena, your SA has failed you.

JG11

Offline Vulcan

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Re: Oculus Rift - Will Aces High Support This?
« Reply #104 on: September 11, 2013, 04:40:35 PM »
Sounds configuration intensive. 

Install Opentrack, click on rift as source, TrackIR as output, click start.