Oculus Rift Support?

Oculus Rift Support?


  • Total voters
    35
  • Poll closed .
Interesting. Looks cool. And would be fun. :)

But... Very very few would by all the hardware needed (as in the video)

However... I suppose those who DID buy all that gear, would be bound to at least give Entropia a try, if it was supported.
Not sure if it'd be worth the development time for MA. Depends how much it would cost them I suppose.


Off topic reply to those craving more bug fixes:
Agree that MA should prioritize the important bug fixes. There's some things needed to be taken care off.
But it's really silly, those of you suggesting that all bugs should be fixed before anything else is developed.
Noone does that. And if they do, they're soon out of business. Well, commercial software companies at least. I suppose NASA and a few others runs a bit differently. ;)
 
No, it would take <30 minutes to add. It would add over 5000 new users. The option works fine. This should be at the top of the priority list, as 2nd Life is doing it, and that is EU's ONLY competitor.

This device would be fantastic for actual playing. You have never tried it so your experience is void.

I suspect that you are correct that it would be fairly easy to implement and that they might as well do it.

No, it will not add thousands of new players, probably not even dozens. EU is not really an ideal platform for this technology, maybe Call of Duty or Diablo or something like that.

Second Life is a competitor for EU? I forgot that they were even still around. Last time I logged in, long ago, there were a thousand virtual casinos and penis shops and very little else.

As you point out in your last comment, there might be a half-dozen players in the game who actually know or care about these glasses. I really don't see it being a huge priority other than as an excuse to send out another press release. But, whatever.
 
I suspect that you are correct that it would be fairly easy to implement and that they might as well do it.

No, it will not add thousands of new players, probably not even dozens. EU is not really an ideal platform for this technology, maybe Call of Duty or Diablo or something like that.

Second Life is a competitor for EU? I forgot that they were even still around. Last time I logged in, long ago, there were a thousand virtual casinos and penis shops and very little else.

As you point out in your last comment, there might be a half-dozen players in the game who actually know or care about these glasses. I really don't see it being a huge priority other than as an excuse to send out another press release. But, whatever.


Everyone with a Rift is currently playing everything possible with it. It would have thousands of new people at least try it to see if they like it, I cannot guarantee they stay though you have me there.

Second life has more users online on average than EU does, they also make around the same amount of profit I believe. It's very different but is the closest competition this game has.
It would be a fantastic press release, and the reason people don't have it yet is this is not a commercial release. It is a dev kit for developers to add support before the consumer version is out, otherwise no one would own the consumer version.

Releasing TRUE Virtual Reality to this Virtual world is something that MA should not pass up.
 
Why would it add over 5000 new users? Bug fixes should always be to priority!

They can take 30 minutes out of a single day to add support.

But, they only give 2 hours a month for bug fixing, so I could see that cutting into their time, yea.
 
Interesting. Looks cool. And would be fun. :)

But... Very very few would by all the hardware needed (as in the video)

However... I suppose those who DID buy all that gear, would be bound to at least give Entropia a try, if it was supported.
Not sure if it'd be worth the development time for MA. Depends how much it would cost them I suppose.


Off topic reply to those craving more bug fixes:
Agree that MA should prioritize the important bug fixes. There's some things needed to be taken care off.
But it's really silly, those of you suggesting that all bugs should be fixed before anything else is developed.
Noone does that. And if they do, they're soon out of business. Well, commercial software companies at least. I suppose NASA and a few others runs a bit differently. ;)

There is only a single piece of hardware needed. Just the headset. What other stuff are you referring to?

They can add support for free, and the coding is ALREADY done. There is a FREE software development kit that is available for download and that is how people are adding support so easily. The only hard part would be changing the menu systems for VR, as that is what people are stuck on such as 2nd Life. However this game has a modular icon system and would work perfectly without changes. All that needs to be added is Barrel Distortion, and head tracking.


http://www.oculusvr.com/
 
I think I can make a custom mod that makes the distortion and applies head tracking through mouse emulation but would that risk being a 'hack' and getting me banned?
 
I think I can make a custom mod that makes the distortion and applies head tracking through mouse emulation but would that risk being a 'hack' and getting me banned?

Always best making a support case to make sure, however whether they actually "read" what you write
before responding to you is another story. :rolleyes:
 
Another space mmo just got support. Hurry up MA!

http://www.vendetta-online.com/h/news_27833.html

VENDETTA ONLINE LAUNCHES SUPPORT FOR THE OCULUS RIFT!
As you may see from our recent press release, we're officially launching support for the Oculus Rift family of head-mounted virtual-reality displays.

Just in case you've somehow avoided the news about the Rift, the device provides a head-tracking "virtual reality" display that you wear on your face, allowing you to "look around" within a game environment and gain a much more true feel of "immersion" within the virtual world. Although the consumer head-mount VR concept has been tried before over the years, the Oculus Rift has a very large field of view, which lends a much deeper sense of immersion thanks to the use of your peripheral vision. We think it's a pretty fascinating device, and we expect there will be a lot of interest from PC gamers.

Our strategy on any "new" concept we approach (like, say, a full PC MMORPG on a mobile device) is to implement, release and then iterate. User input and discussion is pretty paramount to that process. We did a lot of iteration on the mobile interface, changing defaults and moving things around, tweaking settings and values, to make our game playable there. We expect a similar evolution with VR devices, like the Rift.

Thus, our current release is considered our "first generation". We've gone out of our way to try and come up with an implementation that could be developed fairly quickly (one guy for two weeks, in this case), which would result in real-world game usability. Thus far, most of the other Rift implementations we've seen have been very basic, and require removing the head-mount display to access menus and interface screens on a normal monitor. We chose to put the entire interface into the virtual space, and see how that would work, with the goal of a minimum of "lifting" the device.

We also support the next-generation "HD" version of the Rift, which is likely to be closer to the final consumer retail device. Supporting this within the game is relevant for a few reasons, as it allows us to better optimize our use of the available resolution, and change various interface settings based on the device. We haven't actually seen the game on an "HD" device yet, but we hope it looks cool.

The VR display surface is anti-aliased, as this drastically enhances the visual quality on the current (lower-resolution) devkits.

There are a few points worth noting about the state of the current implementation, as well as what we'd like to enhance:

- We do not yet support the integrated compass. This means we are not magnetically disciplining the head-tracking of the device, it is purely using the accelerometers. We find it usually works pretty well for awhile, maybe 15 minutes or so, but it may eventually get out of calibration (with your head pointed "straight" the view is "off-angle" in some way). We have built-in console command to allow you to re-calibrate quickly, which you can also bind to a key. Plus, the game auto-calibrates the view on every station launch. We will add support for accessing and independently calibrating the Rift's compass on startup, which should help, but for the moment we're more interested in putting it out there and getting some player feedback.

- Multi-pass renderer effects are not enabled on the Rift. This includes things like full screen lighting effects, glow, and the like. We need to make some engine changes before this will be possible, but it's not a big priority at the moment. Functionality >>>> Glitz.

- Depth is in the "eyes" of the beholder. We did a fair amount of tweaking of the "3D depth" of various HUD elements, vs the game objects, to reduce eye-strain or the need to re-focus. But, given the different eye spacings and other individual factors, people may find other depth settings to their liking. We've made this a variable that can be re-defined during gameplay.

- For the moment, our Oculus Rift support is limited to the Windows version. The Rift device itself does support Mac and Linux, but we have not as of yet. Again, this is just a first-generation implementation, and as always you can expect us to refine and expand it to other platforms as we move forward.

- We expect you to have a fairly decent videocard. There is no explicit "hardware requirement", but keep that in mind.

I'd also like to make some design changes to the HUD, to bring more of the critical elements into the FOV at all times, but this is more of an issue with the lower-resolution "developer" kit than it's likely to be with the final "HD" retail device. It'd also be nice to show more of the outline of your current ship around you, to help with spatial relationships.

I'm sure there will be lots of input and thoughts and suggestions, and as always I welcome them. Please feel free to start related threads on our Suggestions forum, etc.

I hope you're all as excited about this as we are. Take care, and as always, thanks for your support.
 
Haha I was just wondering when someone would post about this.. But seriously maybe once the consumer version of the oculus rift arrives in 2014 then maybe MA can implement support for it.. atm the developer version ain't that "special".

http://gizmodo.com/the-future-of-virtual-reality-looks-super-creepy-from-t-851789637?utm_medium=referral&utm_source=pulsenews

Still think it makes you look like some sort of insane gerbil running on a wheel, but some of the comments are pretty good.

I think it could be interesting, but I doubt it'd be more then a little gimmicky for the use of games such as these, so it depends if it should be a priority for the development team, really. I understand how it'd be fun with purely social games, but I can't imagine spending hours hunting, mining or doing anything except standing around in a town with those goggles on.

I realize these are somewhat older quotes, but it is obvious that those of you who are suspicious of the Oculus ability to make your jaw drop and hit the floor, even in it's current low-res implementation, have no idea what you are talking about :laugh:
Rejoice friends because the future IS here. I have had my Rift for just over a week now, and everytime anybody I know puts that thing on, they are blown away by it every time :)

Have fun!
 
Still no reply on the support case if modding the game to allow barrel distortion and head tracking is allowed or not.
 
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