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.
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.
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.
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.
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.
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.