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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Re: Team Fortress 2 Adding Occulus Rift Support
Mar 19, 2013, 10:40
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Re: Team Fortress 2 Adding Occulus Rift Support Mar 19, 2013, 10:40
Mar 19, 2013, 10:40
 
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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