Title: OA3 Oculus Rift support - getting it ready for 2015 release... Post by: Marterzon on January 02, 2015, 02:16:32 PM Would be awesome if you could add support to it and put OA3 in virtual reality mode! Also if you managed to make ioquake do this, then... JACKPOT!!!
PS: I thought of it maybe cause I've watched SAO... Title: Re: OA3 Oculus Rift support - getting it ready for 2015 release... Post by: fromhell on January 02, 2015, 02:31:35 PM While that would be awesome in theory, it wouldn't be me implementing this as I don't have one.
Some of the immersive parts are there though, like the cg_cameraEyes thing for that 'full body' Title: Re: OA3 Oculus Rift support - getting it ready for 2015 release... Post by: Marterzon on January 02, 2015, 02:55:11 PM While that would be awesome in theory, it wouldn't be me implementing this as I don't have one. Some of the immersive parts are there though, like the cg_cameraEyes thing for that 'full body' >:) can't wait to use that in the future! >:D VRFPS HEAR I CAME Dis will be too real: https://www.youtube.com/watch?v=nLXVinyXjgA XD I'm only joking, but would like to try it :> PS: could you show/screenshot what cg_cameraEyes do in OA3? thnks Title: Re: OA3 Oculus Rift support - getting it ready for 2015 release... Post by: fromhell on January 02, 2015, 03:23:17 PM Like this
Title: Re: OA3 Oculus Rift support - getting it ready for 2015 release... Post by: Marterzon on January 02, 2015, 03:34:45 PM Like this This is awesome! I think you could do an implement on 0.8.8 currently (name it like 0.8.9 or something) and implement what we had already (resolution fixes, add the /cg_cameraEyes capability and such) but not the textures, models, details (you know what I mean), so it's basically 0.8.8 but with those add and fixes. Not sure if you think this is a good idea, but we haven't had a proper update for a long time... you could also remove that MissionPack even it's just a fix up of 0.8.8, no use and it's really a joke now since it had been implemented. Title: Re: OA3 Oculus Rift support - getting it ready for 2015 release... Post by: Neon_Knight on January 02, 2015, 05:21:35 PM The ioquake3 guys are the ones which should implement such a thing. OA's engine (and game, IICR) code feeds directly from there IICR.
Title: Re: OA3 Oculus Rift support - getting it ready for 2015 release... Post by: Marterzon on January 02, 2015, 06:58:00 PM The ioquake3 guys are the ones which should implement such a thing. OA's engine (and game, IICR) code feeds directly from there IICR. But then when??? Title: Re: OA3 Oculus Rift support - getting it ready for 2015 release... Post by: Gig on January 05, 2015, 11:33:38 AM The ioquake3 guys are the ones which should implement such a thing. OA's engine (and game, IICR) code feeds directly from there IICR. But then when??? https://bugzilla.icculus.org/buglist.cgi?bug_status=__open__&content=&no_redirect=1&order=Importance&product=ioquake3&query_format=specific Title: Re: OA3 Oculus Rift support - getting it ready for 2015 release... Post by: grey matter on January 05, 2015, 01:02:01 PM From what I see the Oculus SDK is still in beta and lacks a complete OpenGL example.
There are also additional usage restrictions, e.g. Quote from: Oculus Developer Guide All applications that use the Oculus Rift must integrate code that displays a health and safety warning when I'm not sure whether you could integrate all of the required device setup in a new renderer lib or whether you'd have to touch the ioq3 core.the device is used. This warning will appear for a short amount of time when the Rift first displays a VR scene; it can be dismissed by pressing a key or tapping on the headset. There are also a bunch of practices which do not really work well with a somewhat fast first-person shooter; Quote from: Oculus Best Practices Guide Some games require a “zoom” mode for binoculars or sniper scopes. This is extremely tricky in VR, and must be done with a lot of caution, as a naive implementation of zoom causes disparity between head motion and apparent optical motion of the world, and can cause a lot of discomfort. Look for future blog posts and demos on this. Quote from: Oculus Best Practices Guide
Title: Re: OA3 Oculus Rift support - getting it ready for 2015 release... Post by: Marterzon on February 02, 2015, 03:07:37 PM From what I see the Oculus SDK is still in beta and lacks a complete OpenGL example. There are also additional usage restrictions, e.g. Quote from: Oculus Developer Guide All applications that use the Oculus Rift must integrate code that displays a health and safety warning when I'm not sure whether you could integrate all of the required device setup in a new renderer lib or whether you'd have to touch the ioq3 core.the device is used. This warning will appear for a short amount of time when the Rift first displays a VR scene; it can be dismissed by pressing a key or tapping on the headset. There are also a bunch of practices which do not really work well with a somewhat fast first-person shooter; Quote from: Oculus Best Practices Guide Some games require a “zoom” mode for binoculars or sniper scopes. This is extremely tricky in VR, and must be done with a lot of caution, as a naive implementation of zoom causes disparity between head motion and apparent optical motion of the world, and can cause a lot of discomfort. Look for future blog posts and demos on this. Quote from: Oculus Best Practices Guide
Hmm, we could add 'motion-blur', so that it emulate what happens when you turn your head around in real life like in the game. We could also use higher default fov for people using the headset, like 120 fov. In terms of movement, we could add a movement effect that reduces eye-straining when doing bunny hop, strafing or running. Really that's all I could say about reducing the risk on VR for OA. |