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Thread: New VR Headest actually looks viable for avarage gamers

  1. #21
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    I'm hoping all that spare money the Oculus Rift guys have picked up by now will mean we get a seriously awesome screen when the the final product hits the market, having that great resolution allowing for more precise longer range engagements, an awesome FOV for situational awarness in first-person, head tracking so I can stop using/rebind that alt key, and 3D just for plain immersion factor, this is what Arma has been begging for it's whole life!!!!

  2. #22
    Warrant Officer Iroquois Pliskin's Avatar
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    Quote Originally Posted by BobcatBob View Post
    I'm hoping all that spare money the Oculus Rift guys have picked up by now will mean we get a seriously awesome screen when the the final product hits the market, having that great resolution allowing for more precise longer range engagements, an awesome FOV for situational awarness in first-person, head tracking so I can stop using/rebind that alt key, and 3D just for plain immersion factor, this is what Arma has been begging for it's whole life!!!!
    If it doesn't work out, there's always Sony HMZ-T1 with 45 FOV, or the upcoming Sensics Smart Goggles @ 64 FOV - http://smartgoggles.net/products/natalia/ Same company produces the high quality Sensics zSight HMD - http://sensics.com/products/head-mou...ated-sxga-hmd/ I kinda wish it wasn't $11k, discounted from $24k, though.

    You won't find the Sony HMD, unless you're in the U.S. as it has been sold out due to (unanticipated) demand and generally it can be viewed as a toe in the water by Sony, researching if there's a market for VR/personal 3D viewers. And there is.

    Best review I've seen on Oculus Rift, August 8 - http://penny-arcade.com/report/edito...d-change-the-w

  3. #23
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    I just wonder if BI be interested to give native support for Oculus Rift in RV4 from ground up, or if it is possible to make it possible by a free track plugin, just imagine people playing ARMA 3 and standalone DayZ with this. But then again it will still be a far cry because we just have no Idea that if the consumer version will ever happen.

    I am also very worried about those 3000 backers really have no idea about what this is all about and have the wrong impression about that it is a product instead in reality it is only a dev kit for game developers.
    Last edited by 4 IN 1; Aug 9 2012 at 12:44.

  4. #24
    "The sound would have to turn with your head for a more immersive experience. "

    Well if this device was controlling your head rotation, then as long as you have 5.1 set up the sound should technically not move with your head movement. If there is an explosion in front of me and I turn my head left, the explosion shouldn't sound like it is still in front of me. It should sound like it is to my right. With 5.1 the effect should be great!

  5. #25
    Master Gunnery Sergeant Liquidpinky's Avatar
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    Quote Originally Posted by Red_Ninja View Post
    "The sound would have to turn with your head for a more immersive experience. "

    Well if this device was controlling your head rotation, then as long as you have 5.1 set up the sound should technically not move with your head movement. If there is an explosion in front of me and I turn my head left, the explosion shouldn't sound like it is still in front of me. It should sound like it is to my right. With 5.1 the effect should be great!
    Don't need 5.1, it already works fine in A2 and SKYRIM with headtracking and stereo headphones/speakers already. Also without headtracking in fact, they both follow the position of your ears quite well no matter how you are moving them around.



    The Dummehs guide to running Arma2 within a RamDrive or on multiple HDDs
    Spoiler:

  6. #26
    Warrant Officer Iroquois Pliskin's Avatar
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    Quote Originally Posted by 4 IN 1 View Post
    I just wonder if BI be interested to give native support for Oculus Rift in RV4 from ground up, or if it is possible to make it possible by a free track plugin
    You wouldn't want to emulate mouse functions via software; USB in Windows already supports gyroscopes and accelerometers via the Human Interface Device standard. You could easily get the same functionality as TrackIR, though at a higher precision.

    http://www.usb.org/developers/devcla.../Hut1_12v2.pdf

    I've seen updated documentation somewhere, covering Accelerometers & Gyroscopes in detail.

    Edit: http://hillcrestlabs.com/products/do...0Datasheet.pdf

  7. #27
    Quote Originally Posted by BobcatBob View Post
    I'm hoping all that spare money the Oculus Rift guys have picked up by now will mean we get a seriously awesome screen when the the final product hits the market, having that great resolution allowing for more precise longer range engagements, an awesome FOV for situational awarness in first-person, head tracking so I can stop using/rebind that alt key, and 3D just for plain immersion factor, this is what Arma has been begging for it's whole life!!!!
    Exactly!
    I have to say, there are times even with the lame old Vuzix 45 FOV low res glasses that it felt immersive playing Arma. Flying a chopper with a joystick and looking around is pretty good. With these ones, it could be AMAZING.

  8. #28
    Warrant Officer Iroquois Pliskin's Avatar
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    New update on Kickstarter from Palmer Luckey,

    http://www.kickstarter.com/projects/...the-game/posts
    Stretch Goals and the Developer Kit

    We’re receiving a lot of questions about whether we can add stretch goals, especially ones that might improve the technical specifications of the developer kit.

    The short answer is that changing any the technical specifications of the Rift developer kit may delay the ship date of the Kickstarter. Since we plan to ship the dev kits before the end of 2012 (less than 5 months away), we just don’t have room for error or unexpected delays that might cause us to slip. Sorry!

    We’re hoping that once people see the developer kit for themselves, they agree that while it may not be the ideal hardware, it still delivers a really compelling experience that’s beyond sufficient for game developers and designers.

    All that said, we’re doing everything we can to make sure the consumer Rift delivers the most immersive gaming experience you’ve ever seen and improving the Rift’s hardware will be at the crux of that effort. We promise it’ll be worth the wait.
    I think not changing the specs for a dev kit is the best course of action, if you intend to deliver till the end of the year.

    Onward to Gamescom, Unite, and PAX Prime!

    If you didn’t get a chance to spend some time with us at QuakeCon or SIGGRAPH, hopefully our paths will cross soon. We’ll be traveling in August, meeting with game developers and gamers at GDC Europe, Gamescom, Unite, and PAX Prime.

    If you’re a developer and you’d like to schedule a meeting with our team, please email and we’ll do our best to set something up.

    We’ll see you all soon!

    Palmer
    Anyone heading to Gamescom? Maybe our OFP spies can check it out and report back, or have BIS themselves get a hand-on.

    There's also some interesting info on the retail version,

    Source: http://penny-arcade.com/report/edito...d-change-the-w
    They also have some powerful help with the consumer Rift design. Jack McCauley created the peripherals for the Guitar Hero series of games, and was instrumental in the creation of the USB specification itself, as well as being an expert in microelectromechanical systems. McCauley is not just working on this as a side-project, he’s a full time member of the Oculus staff.
    P.S. What I love about this particular HMD is the trend, which could be set with gyros/tracking by decoupling the weapon/hands from the torso, and head from the torso just like in real life - just like in ArmA II.
    Last edited by Iroquois Pliskin; Aug 11 2012 at 23:57.

  9. #29
    Emagin make alpha wave scanners for your head too I think. Mind control sets.

    Quote Originally Posted by DMarkwick View Post
    I'm thinking that 800x640 isn't really a great enough resolution to make this worth the outlay.
    My current Vuzvix VR glasses are 640x 480. (Not widescreen).

    This is ultimately too low res.

    Having two screens makes for good 3D in games or movies.
    Mine has some magentic head tracking device.

    Which is nothing like as accurate as track IR, but on the otherhand is nothing like as restrictive either.

    I use this set almost exclusively for turret gunning in IL2 sturmovik.
    So when I look around, I swivel my whole chair around as opposed to track IR where I have to keep my head in the same rigid spot the whole time.

    There was a nice article on Eurogamer about Doom 3 having been completely rewritten for VR glasses. The Doom guy said he had a lot of support from Sony and Nintendo etc.
    I think it's always in the ideas room each time they make a new gen of console.



    No headphones sounds lame to me. An extra set of wires and fiddling around.

    Driver compatability is an issue. Games are made for Nvidia and not for VR sets.
    The company supports as many as it wants to, but ultuimately if it's a small company that will not be very many.
    My VR set is has ultimately remained a one game intsrument. Not that i ever use it anymore. Or indeed much beyond the first couple of times.


    I spent £229 on my VR headset about 5-10 years ago.
    This stuff will only ever get cheap if it gets mass market release and that means.. consoles.

  10. #30
    Quote Originally Posted by Iroquois Pliskin View Post

    P.S. What I love about this particular HMD is the trend, which could be set with gyros/tracking by decoupling the weapon/hands from the torso, and head from the torso just like in real life - just like in ArmA II.
    ^^ totaly this. One thing i found odd with this Rift is that they're demoing with the head controlling the weapon's direction (they're targeting the console). First thing i would do is to rebind it to head direction and keep using mouse to shoot, that is until a Wii like controller could be used for this (i wouldn't still be too sure of how pratical, we would need 360 degrees free movement within our rooms, not to mention strapping the wires to cealing somehow).

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