Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Vulcan on February 09, 2013, 08:10:17 PM

Title: Oculus Rift VR Support
Post by: Vulcan on February 09, 2013, 08:10:17 PM
http://www.oculusvr.com/

Native support for the distorted view it needs would be nice, and the head tracker.

This will (may) be the 3rd VR headset I've used with AH. Would be nice not to have to fudge support ;D

Looks like a few AHers are gonna order these too.
Title: Re: Oculus Rift VR Support
Post by: guncrasher on February 10, 2013, 01:33:09 AM
well considering that is not sold for the general public's use.


midway
Title: Re: Oculus Rift VR Support
Post by: Volron on February 11, 2013, 09:13:50 PM
While not sold for the general public yet, I'm certain that HiTech could pick one up for testing purposes if he wanted to. :)  It was mentioned in a video that they were shipping them to developers for testing purpose.  Wasn't free of course.
Title: Re: Oculus Rift VR Support
Post by: Torquila on February 13, 2013, 10:11:44 AM
So HT, whats your view on this? You gonna be looking into getting a kit? If not, I am sure some of the lads here would be glad to get together and purchase you one.
Title: Re: Oculus Rift VR Support
Post by: Karnak on February 13, 2013, 11:39:38 AM
I really hope HTC chooses to support this. The planned commercial version with positonal sensors seems like it would be perfect for AH.  In fact, due to the fact that a pilot is sitting just like a game player is, it seems to me that AH would feel far more natural than the first person stuff they've been demoing.
Title: Re: Oculus Rift VR Support
Post by: guncrasher on February 13, 2013, 02:20:38 PM
before you go ahead and pre-order, blah, blah, blah.  I have two questions.  how comfortable will my headset be over that big strap holding it.   second is how to look down at a keyboard.


midway
Title: Re: Oculus Rift VR Support
Post by: Torquila on February 13, 2013, 04:34:58 PM
I like your critical thinking midway. I have never had a problem with the sony headset because it has a nice open area under the eyes. It never occurred to me that it could be a problem; until now....

Lets see if they figure it out as well.

-1 for the oculus in its current design form. :-( (reality bites)
Title: Re: Oculus Rift VR Support
Post by: Fish42 on February 13, 2013, 04:42:51 PM
I heard someone mention the idea of having a small cam to ghost your keyboard into the lower half of the screen/view if you wanted it.

I dont know about others but I really only worry about the Keyboard when i have to type or when I am setting cruse power. in a fight I almost never touch it, all flight/fight critical controls are on my stick and throttle.
Title: Re: Oculus Rift VR Support
Post by: Karnak on February 13, 2013, 04:54:17 PM
Why do you need to see your keyboard?
Title: Re: Oculus Rift VR Support
Post by: Fish42 on February 13, 2013, 05:09:20 PM
Why do you need to see your keyboard?

It happens sometimes when I am jumping between different games or when I do something else like drink or move documents on my desk, my hand does not always fall back to the correct place. Not often but it does happen and I have to look to see why the action I am asking for it not happening... aka walk forward but my toon keeps dodging right as my finger is hitting E not W.

Also I know people that need to look at the keyboard to type still. So they would require it.
Title: Re: Oculus Rift VR Support
Post by: guncrasher on February 13, 2013, 06:03:27 PM
Why do you need to see your keyboard?

To type?  We have keyboards that can do that now :D.


Midway
Title: Re: Oculus Rift VR Support
Post by: kvuo75 on February 14, 2013, 10:36:00 PM
To type?  We have keyboards that can do that now :D.


Midway

ahh. so they don't know how to type.. You know what those little bumps on the F and J keys are for right?  :noid
Title: Re: Oculus Rift VR Support
Post by: guncrasher on February 15, 2013, 12:49:55 AM
ahh. so they don't know how to type.. You know what those little bumps on the F and J keys are for right?  :noid

to stop the beer from going into your keyboard when you spill it because you didnt see it?


midway
Title: Re: Oculus Rift VR Support
Post by: Vulcan on February 17, 2013, 01:27:26 PM
The loss of the ability to bleet like a intellectually challenged lamb on 200 might be seen as a good thing... midway...   :devil
Title: Re: Oculus Rift VR Support
Post by: guncrasher on February 17, 2013, 05:05:16 PM
The loss of the ability to bleet like a intellectually challenged lamb on 200 might be seen as a good thing... midway...   :devil

well let me bring it up in other words.  see that big thick strap that holds the vr headset to your face, now imagine having to have another headset for sound.  just think how comfortable that would be. in addition, think about all of us beer drinkers that will have to use the braille method to find the bottle/can/glass.  there's gonna be a lot of crying over spilled beer.

then there's the reason why lots of players buy lighted keyboards. not to mention how many companies already came up with the ultimate vr headset.  like I mentioned before, the first time I ever tried one of them was back in 1994, I think, and that was supposed to revolutionize the gaming industry, which at the time was basically in its infancy as compared to now.  well 20 years later and we have another company coming up with another product that is supposed to revolutionize the gaming industry.

and it doesnt take a smart guy to figure out what is holding back the vr headset revolution.  the main things being the weight of the headset and the price.  now if the headset itself was around 200 to 300 bucks I would consider buying one but it will be hard to play on it for hours due to the weight.

it would be a really great idea if that headset also came with sound. now that would easily replace the 180 trackir, 100 headset and 2 monitors.  if it sells for 300 bucks like they say and it has sound it would be a bargain.  but at this point who knows what the final price would be or what would be included as all it is is a dream for the company.



midway
Title: Re: Oculus Rift VR Support
Post by: Karnak on February 17, 2013, 05:09:35 PM
There's these things called "speakers" and "microphones".
Title: Re: Oculus Rift VR Support
Post by: guncrasher on February 17, 2013, 05:20:33 PM
There's these things called "speakers" and "microphones".

yup and there are things called wife sleeping and grand kids taking a nap.


midway
Title: Re: Oculus Rift VR Support
Post by: manglex1 on February 19, 2013, 05:12:41 PM
I don't think the bulky thing you see them use is what the final product will look like. Once they're done working out bugs and actually finish the product, I'm sure they'll make it much more compact and easier to put on. I think if anything, Hitech should give it a shot because it will make the game that much more enjoyable as a simulation.
Title: Re: Oculus Rift VR Support
Post by: save on April 07, 2013, 05:27:11 AM
In a swedish report on the Oculus drift :it felt like wearing ski-glasses.
Title: Re: Oculus Rift VR Support
Post by: Gh0stFT on April 07, 2013, 07:22:19 AM
The best thing is, People played Hawken with the Oculus Rift is, they felt the height while flying, very immersive, something they never felt before.
And i still sitting here at home without my Rift ;-p ...its still underway... i'm dying!

Oculus Rift Demo Reactions from GDC 2013
http://www.youtube.com/watch?v=4ovcEK9UbIo10 (http://www.youtube.com/watch?v=4ovcEK9UbIo10)





Title: Re: Oculus Rift VR Support
Post by: Torquila on April 07, 2013, 07:53:55 AM
Yea, we europeans have gotten the last draw on this I think.
Title: Re: Oculus Rift VR Support
Post by: jimson on April 09, 2013, 12:51:36 AM
Combined with a motion platform like this http://cloudflyerusa.com/The_Cloud_Flyer.html it could be the ultimate fake flight experience.

The only problem I see is if the head tracking runs on some sort of gyros rather than a focal point like trackIR, pitch movement might cause a "look up" action that you wouldn't want.
Title: Re: Oculus Rift VR Support
Post by: Torquila on April 09, 2013, 02:02:22 AM
As someone who has used gyros based stuff for head tracking in AH, gotta disagree.

The stuff out there currently makes TrackIR redundant (and slightly more on the cost) hardware wise.

Not to mention the rediculous head pieces it uses :-/
Title: Re: Oculus Rift VR Support
Post by: jimson on April 09, 2013, 09:18:02 AM
As someone who has used gyros based stuff for head tracking in AH, gotta disagree.

The stuff out there currently makes TrackIR redundant (and slightly more on the cost) hardware wise.

Not to mention the rediculous head pieces it uses :-/


But don't you think that in use with a motion platform, the overall motion might induce head movement tracking when it shouldn't?
Title: Re: Oculus Rift VR Support
Post by: Gh0stFT on May 24, 2013, 05:41:44 AM
I'm not sure if this fits in here regarding implementing the Rift into AH,
but War Thunder runs now on the Oculus Rift, the Video is formatted for Rift viewing,
just pick 1080p and full screen.

http://www.youtube.com/watch?v=mImcRHsdAvk&hd=1

And yes i still wait for my Rift :(
Title: Re: Oculus Rift VR Support
Post by: gyrene81 on May 24, 2013, 07:14:44 AM
ya but war thunder doesn't support real flight models...
Title: Re: Oculus Rift VR Support
Post by: Karnak on June 15, 2013, 06:27:41 PM
FYI,  the 1080p prototype was demoed at E3 this week.
Title: Re: Oculus Rift VR Support
Post by: Myg on June 16, 2013, 12:03:07 PM
Just got my oculus VR on Friday afternoon.
Title: Re: Oculus Rift VR Support
Post by: Myg on June 17, 2013, 01:47:48 PM
Just got my oculus VR on Friday afternoon.


PS: Very fun on TF2 and HL2.
Title: Re: Oculus Rift VR Support
Post by: Karnak on June 17, 2013, 01:57:50 PM
How immersive is it?
Title: Re: Oculus Rift VR Support
Post by: gyrene81 on June 17, 2013, 02:16:38 PM
How immersive is it?
don't try looking at your keyboard...
(http://www.spca.bc.ca/assets/images/Welfare/Wildlife-Welfare/Urban/Raccoon-on-Perch.gif)
Title: Re: Oculus Rift VR Support
Post by: Myg on June 17, 2013, 02:29:30 PM
Hah gyrene, that is true; but it actually is immersive enough that after a very short while; being aware of the keyboard and mouse becomes instinctual. But it is a total kick in the butt to find the controllers/etc to begin (only a small hole at the tip of your nose).

Karnak, I did not find any problems with lack of immersion; infact it has me a bit worried if they are hoping to get kids plugged into these kind of things, it's gonna be much worse then it is now for "getting out of the game" if people have this as a normality. Pretty sure this stuff could cause severe adverse reactions to outside interruptions for some. Dev kit could use a slightly larger lens to fully enclose your peripheral vision, but its just a dev kit (low res/etc).