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Team Fortress 2 Adding Occulus Rift Support

Engadget has details on how Valve is adding support for Occulus Rift VR headsets to Team Fortress 2 as an experiment in the VR support they've been playing with. Here's word: "No money changed hands; Oculus provided development kits, and Valve's providing Team Fortress 2's VR Mode. The casual nature of that relationship is reflected in Valve's attitude about releasing the new mode -- Team Fortress 2's VR-enabling update in the coming weeks is essentially a giant beta test in which Valve will measure and analyze the way TF2 players interact with virtual reality hardware."

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18. Re: More Big Picture Details Mar 21, 2013, 12:34 eRe4s3r
 
No Basing it purely on conjecture... But biology says it can't work properly unless they fixed all the latency issues. In their demo devices they let nobody test it longer than 30 minutes so... until someone who really bought it reviews it I am gonna be a hard skeptic about this.  
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17. Re: Team Fortress 2 Adding Occulus Rift Support Mar 19, 2013, 16:02 Hellbinder
 
soo.. whats that excuse about quake 3 again?
 
The Whales name is Bob.
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16. Re: Team Fortress 2 Adding Occulus Rift Support Mar 19, 2013, 10:40 Beamer
 
DangerDog wrote on Mar 19, 2013, 03:57:
Asmo wrote on Mar 19, 2013, 01:02:
So to add OR support, you essentially have to create an extra controllable freelook "head" for the character independent of mouselook (ie. where you are aiming/turning)and body movement (WASD for lack of a better term)?

I'm just curious because I can see how this would work for a game like MWO, space games or flight sims etc where you have a fixed seated viewpoint, as opposed to FPS etc where your in game body moves within the environment. I think having your gun slaved to a reticule on the OR would cause some confusion between body movement and head movement. Not to mention that you can snap turn with a mouse but won't be able to turn more 90 degrees from center before your neck starts a lawsuit against you.

Be interesting to see how it turns out.

The main problem will be motion blur which I understand they've improved from the early prototype but not completely. This isn't really a game that can benefit from free-look. Arma games have the detached camera from head and you can go watch TrackIR demos showing off the use of such a system.

You may be able to just lock the camera and use it as a stereoscopic, fixed image display.

I don't think they've solved the depth movement issue which would allow you to zoom in for a closer look at an instrument panel in a flight sim for example. I'm not even sure if they track Z axis - yet.


I believe they changed that, but the overall impressions I read yesterday was that this was cool but not great. Support is added, but the game isn't optimized, and it just feels like playing TF2 with a headset.

Not really sure what the impressions writers expected, but they seemed to imply that changes made to other games (not sure what changes) made it feel like you were in a world whereas this just made a game feel 3D. Perhaps they didn't implement independent head, perhaps it was something more.

Also, Minecraft this close to my eyes sounds horrible.
 
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15. Re: More Big Picture Details Mar 19, 2013, 10:39 nin
 
HorrorScope wrote on Mar 19, 2013, 10:32:
OldTimber wrote on Mar 19, 2013, 02:54:
Hey it's the 90's all over again..wake me when they actually ship a HMD unit that isn't bigger than a face that can be worn for hours at a time.

Maybe I'll go dig my SpaceOrb out and get ready for that type of controller to make a comeback again.

Soldiers and sportsmen wear headgear heavier than this is for hours on end.


It would be cool if Valve designs a TF2 hat for Occulus gamers. Like an in game replica, with a chance of it randomly causing you to run into a wall instead of turning...

edit: Oh sweet: "The new hat du jour, meanwhile, is a replica of the Rift’s dev kit, which looks like it could prove quite adept at defending combatants from such pesky dangers as shrapnel and being able to see."

 
http://www.nin.com/pub/tension/
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14. Re: More Big Picture Details Mar 19, 2013, 10:33 HorrorScope
 
eRe4s3r wrote on Mar 19, 2013, 05:42:
Worse is that it will give "barf simulator" a whole new meaning with TF2.. it's way too fast paced and twitchy. I still don't see how Occulus Rift VR solved any of the problems that plague this technology. They certainly have never responded to the Valve article detailing ALL the issues.

But now Valve loves it!

You don't see how? Have you actually seen it in action to really know for sure?
 
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13. Re: More Big Picture Details Mar 19, 2013, 10:32 HorrorScope
 
OldTimber wrote on Mar 19, 2013, 02:54:
Hey it's the 90's all over again..wake me when they actually ship a HMD unit that isn't bigger than a face that can be worn for hours at a time.

Maybe I'll go dig my SpaceOrb out and get ready for that type of controller to make a comeback again.

Soldiers and sportsmen wear headgear heavier than this is for hours on end.
 
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12. Re: Team Fortress 2 Adding Occulus Rift Support Mar 19, 2013, 05:42 eRe4s3r
 
Worse is that it will give "barf simulator" a whole new meaning with TF2.. it's way too fast paced and twitchy. I still don't see how Occulus Rift VR solved any of the problems that plague this technology. They certainly have never responded to the Valve article detailing ALL the issues.

VR will be best seated in slow RPG's with low twitch factor and broad scenes. Tight spaces, fast movement, and you should order a bucket with that VR display.
 
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11. Re: Team Fortress 2 Adding Occulus Rift Support Mar 19, 2013, 05:39 Sleep
 
Dear Oculus

Given that Doom 3 wont be shipping with the dev kit I have lost all confidence in the project and would like to cancel my... Oh hang on, nevermind.
 
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10. Re: Team Fortress 2 Adding Occulus Rift Support Mar 19, 2013, 04:25 InBlack
 
DangerDog wrote on Mar 19, 2013, 03:57:
Asmo wrote on Mar 19, 2013, 01:02:
So to add OR support, you essentially have to create an extra controllable freelook "head" for the character independent of mouselook (ie. where you are aiming/turning)and body movement (WASD for lack of a better term)?

I'm just curious because I can see how this would work for a game like MWO, space games or flight sims etc where you have a fixed seated viewpoint, as opposed to FPS etc where your in game body moves within the environment. I think having your gun slaved to a reticule on the OR would cause some confusion between body movement and head movement. Not to mention that you can snap turn with a mouse but won't be able to turn more 90 degrees from center before your neck starts a lawsuit against you.

Be interesting to see how it turns out.

The main problem will be motion blur which I understand they've improved from the early prototype but not completely. This isn't really a game that can benefit from free-look. Arma games have the detached camera from head and you can go watch TrackIR demos showing off the use of such a system.

You may be able to just lock the camera and use it as a stereoscopic, fixed image display.

I don't think they've solved the depth movement issue which would allow you to zoom in for a closer look at an instrument panel in a flight sim for example. I'm not even sure if they track Z axis - yet.


Hey maybe Im going out on a limb here, but when they say "Adds support for Oculus Rift" Im going to assume that they implemented a freelook apart from the mouselook which is the MAIN reason why this would make any sense in a FPS style game...
 
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I have a nifty blue line!
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9. Re: Team Fortress 2 Adding Occulus Rift Support Mar 19, 2013, 03:57 DangerDog
 
Asmo wrote on Mar 19, 2013, 01:02:
So to add OR support, you essentially have to create an extra controllable freelook "head" for the character independent of mouselook (ie. where you are aiming/turning)and body movement (WASD for lack of a better term)?

I'm just curious because I can see how this would work for a game like MWO, space games or flight sims etc where you have a fixed seated viewpoint, as opposed to FPS etc where your in game body moves within the environment. I think having your gun slaved to a reticule on the OR would cause some confusion between body movement and head movement. Not to mention that you can snap turn with a mouse but won't be able to turn more 90 degrees from center before your neck starts a lawsuit against you.

Be interesting to see how it turns out.

The main problem will be motion blur which I understand they've improved from the early prototype but not completely. This isn't really a game that can benefit from free-look. Arma games have the detached camera from head and you can go watch TrackIR demos showing off the use of such a system.

You may be able to just lock the camera and use it as a stereoscopic, fixed image display.

I don't think they've solved the depth movement issue which would allow you to zoom in for a closer look at an instrument panel in a flight sim for example. I'm not even sure if they track Z axis - yet.

 
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8. Re: Team Fortress 2 Adding Occulus Rift Support Mar 19, 2013, 02:54 OldTimber
 
Hey it's the 90's all over again..wake me when they actually ship a HMD unit that isn't bigger than a face that can be worn for hours at a time.

Maybe I'll go dig my SpaceOrb out and get ready for that type of controller to make a comeback again.
 
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7. Re: Team Fortress 2 Adding Occulus Rift Support Mar 19, 2013, 01:02 Asmo
 
So to add OR support, you essentially have to create an extra controllable freelook "head" for the character independent of mouselook (ie. where you are aiming/turning)and body movement (WASD for lack of a better term)?

I'm just curious because I can see how this would work for a game like MWO, space games or flight sims etc where you have a fixed seated viewpoint, as opposed to FPS etc where your in game body moves within the environment. I think having your gun slaved to a reticule on the OR would cause some confusion between body movement and head movement. Not to mention that you can snap turn with a mouse but won't be able to turn more 90 degrees from center before your neck starts a lawsuit against you.

Be interesting to see how it turns out.
 
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6. Re: Team Fortress 2 Adding Occulus Rift Support Mar 19, 2013, 00:42 entr0py
 
I'll be impressed if it controls responsively enough for online play. TF2 one extremely twitchy game.  
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5. Re: Team Fortress 2 Adding Occulus Rift Support Mar 18, 2013, 22:55 MonkeySpank
 
I just got back into TF2 this month, and my SDK should be here soon. Time to send the wife on vacation and cancel all plans!  
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4. Re: Team Fortress 2 Adding Occulus Rift Support Mar 18, 2013, 22:29 jdreyer
 
I hope that Notch adds Oculus support to Minecraft
 
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"It's just a bunch of mystic bovine scatology to me." - 1badmf
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3. Re: Team Fortress 2 Adding Occulus Rift Support Mar 18, 2013, 21:53 SirKnight
 
I look forward to wearing my oculus hat in TF2. It'll go along nicely with my linux Tux penguin my characters wear.  
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2. Re: Team Fortress 2 Adding Occulus Rift Support Mar 18, 2013, 21:52 Parias
 
Neat. The more games I see adopting something for this, the happier I am.  
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1. Re: Team Fortress 2 Adding Occulus Rift Support Mar 18, 2013, 21:28 theglaze
 
If you can dodge a jar of piss, you can dodge a ball.  
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18 Replies. 1 pages. Viewing page 1.
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