Author Topic: Oculus Rift - Will Aces High Support This?  (Read 13698 times)

Offline Wiley

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Re: Oculus Rift - Will Aces High Support This?
« Reply #105 on: September 11, 2013, 05:27:47 PM »
Install Opentrack, click on rift as source, TrackIR as output, click start.

That's... pretty handy.  Scary when people produce useful tools.

Or I assume alternately, install Opentrack.  Click on TrackIR as source, TrackIR as output, your computer now ignores Rift.

Sweet.

Wiley.
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Offline Vulcan

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Re: Oculus Rift - Will Aces High Support This?
« Reply #106 on: September 11, 2013, 11:39:37 PM »
That's... pretty handy.  Scary when people produce useful tools.

Or I assume alternately, install Opentrack.  Click on TrackIR as source, TrackIR as output, your computer now ignores Rift.

Sweet.

Wiley.

Or don't install Opentrack and it will ignore Rift.


Offline Ack-Ack

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Re: Oculus Rift - Will Aces High Support This?
« Reply #107 on: September 12, 2013, 08:38:12 PM »
Some guys from Oculus VR stopped by our offices today and demonstrated what Final Fantasy XIV would like with Oculus Rift.  It was definitely a cool thing to experience though I'm not entirely sold on how well OR would work with a MMO that is dependent on keyboard inputs for control since you can't see the keyboard.

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Offline Vulcan

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Re: Oculus Rift - Will Aces High Support This?
« Reply #108 on: September 12, 2013, 09:00:36 PM »
Some guys from Oculus VR stopped by our offices today and demonstrated what Final Fantasy XIV would like with Oculus Rift.  It was definitely a cool thing to experience though I'm not entirely sold on how well OR would work with a MMO that is dependent on keyboard inputs for control since you can't see the keyboard.

ack-ack

I went through my Chest of Discarded Technology and found my old SideWinder Strategic Commander for DayZ. I would imagine VR may drive demand for more peripherals like this.


Offline Bino

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Re: Oculus Rift - Will Aces High Support This?
« Reply #109 on: September 27, 2013, 01:20:36 PM »
So Vulcan, how's it going?  Any updates for us?

Do you guys on the dev list perhaps get any hints from Oculus about when the consumer version might arrive?   Hmmm?   :pray



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Offline Mister Fork

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Re: Oculus Rift - Will Aces High Support This?
« Reply #110 on: September 27, 2013, 01:36:04 PM »
Some guys from Oculus VR stopped by our offices today and demonstrated what Final Fantasy XIV would like with Oculus Rift.  It was definitely a cool thing to experience though I'm not entirely sold on how well OR would work with a MMO that is dependent on keyboard inputs for control since you can't see the keyboard.

ack-ack
I think with the Oculus a good HOTAS would be key with a lot of the common functions you use mapped to the sticks.  I plan to get one as soon as it comes out.
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Offline Vulcan

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Re: Oculus Rift - Will Aces High Support This?
« Reply #111 on: September 27, 2013, 05:16:57 PM »
So Vulcan, how's it going?  Any updates for us?

Do you guys on the dev list perhaps get any hints from Oculus about when the consumer version might arrive?   Hmmm?   :pray



The forums are all pretty open, they're saying next year, it will have 6 DoF.

I have one bugbear at the moment, I don't think the opentrack software is keeping up with the fast head movements of AH and I'm getting 'drift'. I used to use GlovePIE with my Vuzix headset and that was OK, there's a new version called FreePIE but for the life of me I can get it to work. So the tracking is 'acceptable' but could be better. I also have my eye on the Sixense Stem system due out next year (magnetic highly accurate 6DoF tracking).

The feeling from the view is still awesome, and so immersive.

Offline Flossy

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Re: Oculus Rift - Will Aces High Support This?
« Reply #112 on: October 19, 2013, 12:39:40 PM »
The Developer version of this was being demonstrated at a Flight Sim Show I went to today.  I had a try and they looked really promising!  There was the problem of not being able to see the keyboard but apparently later versions have a 'window' at the bottom of the goggles so I imagine the release version will have something similar.  I think this is something I would definitely like to have once they are released especially if they are supported by AH!   :cool:
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Offline Fulcrum

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Re: Oculus Rift - Will Aces High Support This?
« Reply #113 on: October 21, 2013, 07:16:55 AM »
Cannot wait for this.  If it's done well I'll be dropping my triple monitor setup and TrackIR on my home cockpit for the Oculus.  :aok
Going by "Hoplite" now. :)

Offline guncrasher

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Re: Oculus Rift - Will Aces High Support This?
« Reply #114 on: October 21, 2013, 09:16:44 AM »
Cannot wait for this.  If it's done well I'll be dropping my triple monitor setup and TrackIR on my home cockpit for the Oculus.  :aok

and block the view of that awesome simpit you have?



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Offline Fulcrum

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Re: Oculus Rift - Will Aces High Support This?
« Reply #115 on: October 21, 2013, 09:27:59 AM »
Nah...if there is a window at the bottom it will be fine.
Going by "Hoplite" now. :)

Offline Wiley

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Re: Oculus Rift - Will Aces High Support This?
« Reply #116 on: October 21, 2013, 10:04:18 AM »
Nah...if there is a window at the bottom it will be fine.

Have they ever addressed that?  As far as I know, the whole thing engulfs your eyes with no visibility of the real world around you.  I'm predicting that's going to be one of the more popular 'field mods' of the unit, will be to cut a visibility hole in the housing at the bottom.

EDIT: Ah, missed Flossy's post.  Cool.

Wiley.
« Last Edit: October 21, 2013, 11:04:38 AM by Wiley »
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Offline SirNuke

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Re: Oculus Rift - Will Aces High Support This?
« Reply #117 on: October 21, 2013, 10:57:07 AM »
They could design the screen to be able to translate upwards?

Offline Vulcan

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Re: Oculus Rift - Will Aces High Support This?
« Reply #118 on: October 22, 2013, 10:08:26 PM »
Got my hands on a Razer Hydra last week, strapped it to the back of the Rift to give myself full 6DoF. Holy moses is it fun :D

Also sounds like a Dev Kit 2 will be released with HD screen AND 6DoF built in.