Author Topic: Oculus Rift use...  (Read 20759 times)

Offline Karnak

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Re: Oculus Rift use...
« Reply #45 on: March 30, 2016, 10:19:07 PM »
You're welcome to stop by the office
I may take you up on that a bit down the road, if I can find the time.  Starting a new business is a lot of work and it is hard to find the time to get any more than the bare "keep wife happy" minimum outside of it.
Petals floating by,
      Drift through my woman's hand,
             As she remembers me-

Offline Nefarious

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Re: Oculus Rift use...
« Reply #46 on: March 31, 2016, 06:41:43 AM »
You're welcome to stop by the office

Yeah, it's only about a 18 hour drive :)
There must also be a flyable computer available for Nefarious to do FSO. So he doesn't keep talking about it for eight and a half hours on Friday night!

Offline Chilli

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Re: Oculus Rift use...
« Reply #47 on: March 31, 2016, 11:02:28 AM »
You're welcome to stop by the office

So they loaded up the truck and drove to HTC.....
Fort Worth that is..... Dallas Cowgirls.... Lone Stars....

{banjo music}


« Last Edit: March 31, 2016, 11:07:17 AM by Chilli »

Offline hitech

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Re: Oculus Rift use...
« Reply #48 on: March 31, 2016, 01:10:00 PM »
Vulcan were you able to fly online with it?

HiTech

Offline Vulcan

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Re: Oculus Rift use...
« Reply #49 on: March 31, 2016, 02:20:33 PM »
Vulcan were you able to fly online with it?

HiTech

Offline yes, I will try online today.

Offline hitech

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Re: Oculus Rift use...
« Reply #50 on: March 31, 2016, 02:54:54 PM »
Offline yes, I will try online today.
I'm looking for a general impression so far.

HiTech


Offline Vulcan

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Re: Oculus Rift use...
« Reply #51 on: March 31, 2016, 03:46:02 PM »
I'm looking for a general impression so far.

HiTech

Ah OK. Initial 'brain dump'
 - planes looked small in 3D like I had a 2x head in a half scale plane, possibly due to a wide FoV setting from my side
 - some wierd shadowing in the tower
 - with headtracking on via opentrack mouse versus clipboard was a bit of a nightmare
 - with headtracking enabled some static objects moved in the vertical axis (ie radio bar)
 - tank gunsight was tiny (might be FoV related)
 - zoom toggle didn't seem to work
 - 3D looked gorgeous, sitting in the mossie pants down on the deck trees whizzing past was beautiful
 - FPS seemed pretty good (i5 with a GTX960)
 - definitely a better experience than all the past 3D hack drivers I've used with AH (vorpx/tridef)

I'll do some more today but an awesome result cheers HT.



Offline Mister Fork

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Re: Oculus Rift use...
« Reply #52 on: March 31, 2016, 03:54:47 PM »
Ok - what are the instructions to get it to work with Beta 15? Should it be 'native'?  I have a DK2.
"Games are meant to be fun and fair but fighting a war is neither." - HiTech

Offline Vulcan

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Re: Oculus Rift use...
« Reply #53 on: March 31, 2016, 04:30:45 PM »
More for you HT.
 - got online fine
 - FoV does make a difference to the cockpit feel (dropped it to 120 from 152)
 - I figured out zoom/fov in game is working but not render on the oculus. When you change it you can see the field what is being rendered changed (ie horizon, trees etc) but your fov in game does not change
 - ground clutter off makes a big FPS difference

Also worth noting for ALL potential 3D ysers. I am strongly left eye dominant. As such the gunsight is never on center for me (like in real life), and when I focus beyond the gunsight it's not unusual to see 2 gunsights. HT it may be worth adding some documentation around that as people do not experience this on 2D screens.
« Last Edit: March 31, 2016, 05:36:54 PM by Vulcan »

Offline hitech

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Re: Oculus Rift use...
« Reply #54 on: March 31, 2016, 08:19:18 PM »
Gun sight needs to be set to infinite distance.

GUI is now on a fixed plane in front of you.

Zoom not functional yet.

Glad you got it to work

Ht
« Last Edit: March 31, 2016, 08:40:43 PM by hitech »

Offline Vulcan

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Re: Oculus Rift use...
« Reply #55 on: April 01, 2016, 02:46:13 AM »
puffy ack looks so cool in 3D as you fly through it. Clouds rotate as you turn your head.

Offline TequilaChaser

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Re: Oculus Rift use...
« Reply #56 on: April 01, 2016, 05:59:45 AM »
Question?

using a 3D headset like the DK2 or CV1, etc....does this require head movement similar to TracIR? or not?

for those of us that have very limited neck movement ability...... I've figured with my inability to barely turn my head left or right or up/down, that buying TracIR was a waste of money for myself..

does the same apply for OculusRift  / 3D hardware?

TC
"When one considers just what they should say to a new pilot who is logging in Aces High, the mind becomes confused in the complex maze of info it is necessary for the new player to know. All of it is important; most of it vital; and all of it just too much for one brain to absorb in 1-2 lessons" TC

Offline Gman

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Re: Oculus Rift use...
« Reply #57 on: April 01, 2016, 06:06:16 AM »
Vulcan can answer that best I'm sure, I have similar questions, as I use TiR when just tooling around in AH, but flip it off due to A, my thumb/hat views being faster and more natural due to time I guess, and B, my neck probably feeling something like yours when turning it around too much. 

Vulcan IIRC has said he uses some sort of "track" thing WITH the DK2, I don't think it does it all on its own, but having not messed with it, I'm just going by what I understood from what he's said, he'll certainly explain it better than I can, and I'd like some more info too on the DK2 use as they are VERY cheap right now with guys dumping them, and I'm still holding off on ordering both the Vive and Rift to see if it's something I really want to use.  All the work HTC is doing and Vulcan's initial posts already have me considering getting in line now for rift. 


Offline terrydew

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Re: Oculus Rift use...
« Reply #58 on: April 01, 2016, 07:06:03 AM »
Vulcan why wouldn't you set fov to the same as the rift of about 100? My goal would be for the size to be the same as the real thing. Something like world view that increases or decreases the size of everything?

Terry

Offline Vulcan

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Re: Oculus Rift use...
« Reply #59 on: April 01, 2016, 02:02:15 PM »
Question?

using a 3D headset like the DK2 or CV1, etc....does this require head movement similar to TracIR? or not?

for those of us that have very limited neck movement ability...... I've figured with my inability to barely turn my head left or right or up/down, that buying TracIR was a waste of money for myself..

does the same apply for OculusRift  / 3D hardware?

TC

There are three selling points to VR: immersion/big screen; 3D; head tracking. You do not HAVE to use the head tracking. Though I would say if you're going to turn off head tracking stick with a monitor.