search results matching tag: oculus rift

» channel: motorsports

go advanced with your query
Search took 0.000 seconds

    Videos (53)     Sift Talk (0)     Blogs (20)     Comments (69)   

Reactions and some Ingame-Footage of the Occulus Rift

ChaosEngine says...

UnrealEngine and idTech 4 (i.e. Doom 3) are already supported. Valve have made noises about experimenting in-house (if you're interested in the technical side Michael Abrash posted a really interesting article on latency and Occulus responded in kind)

Dunno what Unity are doing, but Star Citizen will definitely support it.

Personally, I'm hopeful, but it'll be a cold cold day in hell before I play an FPS with some bloody kiddy controller.

PancakeMaster said:

I really hope this type of tech is supported by more engines (Epic, Valve, Id, Unity, and published in-house) because I want more of this!

Oculus Rift: The first truly immersive VR headset for games

Gallowflak says...

>> ^shuac:

Yeah, because Carmack never made a mistake. <cough>Doom 3<cough>Rage<cough>
>> ^Deano:
Isn't Carmack the guy to take note of? Apparently to impress him you have to be doing something right.



Carmack is a technology wizard. He's all about the engine, and I'm not sure there's anyone in the games industry right now who has anywhere near the same knack for the technical side of development.

smiley (Member Profile)

Oculus Rift: The first truly immersive VR headset for games

shuac says...

Doom 3 Monster Closet 3 was the last iD game I ever bought. Or ever will buy. Worry not, though: they're working hard on Monster Closet 4.>> ^Drax:

Hey, I kinda like Doom 3 for what it is.. but dear lord.. Rage.... /cracksmoke

Oculus Rift: The first truly immersive VR headset for games

Oculus Rift: The first truly immersive VR headset for games

dag (Member Profile)

Oculus Rift: The first truly immersive VR headset for games

shuac says...

Oh shit, I forgot about the cyberpuck, which sounds like a robotic Shakespeare character. <- boom goes the dynamite.
And the whole 1280 x 800 smacks of bs to me in the same way Forte's claims of 512x460 did: adding together the per-eye resolution. Granted, they seem to be upfront about the vertical resolution of 800 (which isn't great for 2012 either) but that horizontal res? Boolshit! It might be 1280 for an iguana with eyes on either side of it's head, looking at different shit per eyeball all its life. But for we humans, each eyeball pretty much looks at the same thing, not accounting for parallax of course. So I'd say the actual horizontal resolution might approach 800, depending on how much they want each eye to "share" as it were. So it's essentially a giant square.

Naysaying/partypooping aside, it still looks promising. There's nothing quite like moving your head around to observe a virtual world: it affords the kind of immersion you can't touch with a standard monitor setup, I don't care how big it is. <- that's what she never says. Boom again!

>> ^probie:

>> ^shuac:
Back in '96, I bought a Forte VFX-1 which was a VR headset with stereoscopic vision, very comfy over-the-ear headphones, and motion tracking. All for about $1000.
Each eyeball had it's own little LCD screen (263x230) and I can tell you that it looked like pure ass. Despite it's shortcomings, I played the original System Shock with it and I still have very fond memories of skulking through Citadel station with that thing strapped to my melon.
While I'm not interested in contributing to a kickstarter campaign (after all, that's why we have venture capitalists), I may be interested in a finished retail product.

Ha! I, too, bought a VFX-1 headset. (Had to buy a separate Number Nine S3 Virge card as well so the interface cable would work). I never did play SS1 on it, but I did roll through Quake 1 and all of it's mission packs, as well as used it for Looking Glass' Flight Unlimited. I never used the Cyberpuck controller, as it wasn't very intuitive to me. Once GLQuake came out (which had to run at nothing less than 512x384) that was the final nail in the coffin. But fun times while it lasted.

Oculus Rift: The first truly immersive VR headset for games

probie says...

>> ^shuac:

Back in '96, I bought a Forte VFX-1 which was a VR headset with stereoscopic vision, very comfy over-the-ear headphones, and motion tracking. All for about $1000.
Each eyeball had it's own little LCD screen (263x230) and I can tell you that it looked like pure ass. Despite it's shortcomings, I played the original System Shock with it and I still have very fond memories of skulking through Citadel station with that thing strapped to my melon.
While I'm not interested in contributing to a kickstarter campaign (after all, that's why we have venture capitalists), I may be interested in a finished retail product.


Ha! I, too, bought a VFX-1 headset. (Had to buy a separate Number Nine S3 Virge card as well so the interface cable would work). I never did play SS1 on it, but I did roll through Quake 1 and all of it's mission packs, as well as used it for Looking Glass' Flight Unlimited. I never used the Cyberpuck controller, as it wasn't very intuitive to me. Once GLQuake came out (which had to run at nothing less than 512x384) that was the final nail in the coffin. But fun times while it lasted.



Send this Article to a Friend



Separate multiple emails with a comma (,); limit 5 recipients






Your email has been sent successfully!

Manage this Video in Your Playlists

Beggar's Canyon