PDA

View Full Version : Will Planetside 2 support Oculus Rift?


Kalderyn
2013-07-05, 05:34 PM
I can't think of a more deserving game for the amazing revolutionary Oculus Rift, I tried it at one show and it is a complete game changer(consumer version will have much higher resolution).

P.S.
Can you run Planetside 2 at 60fps,1920*1200 and maxed settings on a GTX 780?

Kalderyn
2013-07-05, 06:03 PM
dead forum?

Kalderyn
2013-07-06, 12:59 AM
lol, 82 views and not a single response to anything.

Lonehunter
2013-07-06, 01:12 AM
Probly just not much interest, or it hasn't even been up 12 hours, or it's a holiday weekend where less people are on forums.

Of course it would be nice if PS2 supported it, but I don't see it realistically happening

Kalderyn
2013-07-06, 02:07 AM
Well, I saw on youtube some videos of Fallout 3 played with Oculus Rift, so not really sure what "support" means?

Falcon_br
2013-07-06, 02:44 AM
We have a topic about it, the planetside 2 have a oculus rift develop kit with then.
They are going to add the support on it, it is just a matter of time.
But like I said on the original topic, we dont even support ANY type of joysticks in the game... But maybe with the ps-4 version we will support a ps-4 controler on the PC, just maybe.

maradine
2013-07-06, 03:16 AM
It's a gamechanger, but I wouldn't count on support for it any time soon. There are a number of reasons for this -


KS kits notwithstanding, no one has one yet. It's not a demand on their time.
The SDK is still pretty raw.
Games that weren't built with a decoupled field of few in mind feel pretty hacky.
New UIs will need to built around it - you can't see your other monitor while you're rifted up. Or your keyboard or mouse for that matter. :)


We'll get there, but I'd put money you won't see support in 2013.

Well, I saw on youtube some videos of Fallout 3 played with Oculus Rift, so not really sure what "support" means?

Any game not in the initial launch set, such as Fallout 3, is using Vireio to hack in support. It's somewhat of an art to get working effectively - not consumer-ready. True support requires work from the original developer.

Kalderyn
2013-07-06, 06:09 AM
you can't see your other monitor while you're rifted up. Or your keyboard or mouse for that matter. :)


Why would this be a problem, since I was a kid I learned to play games without looking at the keyboard at all.

Also is the value for ultra settings 4 or 5?
It would be nice if ultra settings would be an option in ingame menu.

Phantomdestiny
2013-07-06, 06:15 AM
just throwing this out here http://img.viame-cdn.com/photos/9cb86360-94f4-0130-4785-22000a9e4898/r600x600.jpg

and this tweet
https://twitter.com/mhigby/status/236913023854465024(reminds me of when smed was talking about the ps4, we know where that ended up so yeah )

WSNeo
2013-07-06, 08:54 AM
http://www.planetside-universe.com/showthread.php?t=54808&highlight=oculus

http://www.planetside-universe.com/showthread.php?t=47172&highlight=oculus

http://www.planetside-universe.com/showthread.php?t=53825&highlight=oculus

(You should probably use the search feature in the future)

maradine
2013-07-06, 11:40 AM
That's certainly good news, though he's looking at the only place freelook has already been implemented. He's also playing in 1280x800. :)

Why would this be a problem, since I was a kid I learned to play games without looking at the keyboard at all.


Not everyone can - it's a valid UI design question. Not a gamebreaker, certainly. Just something they have to consider.

Kalderyn
2013-07-06, 11:34 PM
Watch this video in full HD, full screen and just imagine how it would look like with Oculus Rift!

http://www.youtube.com/watch?v=a9b-BgDGWyM

I would fly in this all day long!

Btw, what is it about Planetside 2 engine that it makes it to have the best environmental lighting I ever saw?

maradine
2013-07-07, 12:59 PM
I get headaches after about an hour of Rifting, so all day isn't going to happen. Part of that is the modest resolution of the devkit, but a large part is blasting your corneas with light from so close for so long. I hope it gets better with successive revs and better quality optical cups.

For the record, flight is beautiful from inside the Rift, even at bad resolution. Marry it to an actual sim with a real control set and you'll never go back.

Hamma
2013-07-07, 04:36 PM
It's come up about a million times, so my bet is it will happen at some point.

Klypto
2013-07-07, 08:33 PM
I could see it happening if they actually had full 3D support.

The current UI when using 3D vision will make you totally cross-eyed, and shadows give it a really hard time. Right now it's unplayable with 3D.

Kalderyn
2013-07-08, 01:23 AM
I don't think this has anything to do with 3D support, 3D in gaming/movies is dead anyway like everyone predicted it would be.

Klypto
2013-07-08, 01:34 AM
I don't think this has anything to do with 3D support, 3D in gaming/movies is dead anyway like everyone predicted it would be.

Oculus is 3D based...

maradine
2013-07-08, 12:55 PM
What he's referring to is the UI elements - menus, the HUD, the map, etc. All of these were constructed with the implicit understanding that they would be presented on a flat substrate. Depending on the underlying implementation, they are frequently not first class 3D objects in their own right, but overlays on top of the render. How do you display a two dimensional static object in 3D space? What field of view do you slave it to? How far away from the camera should it be? Do you have to turn your head to see the corners of its expanses?

These are all things you have to think about when you move to a 3D model - things that PS2 hasn't tackled yet. That's what he means by 3D support.

SolLeks
2013-07-09, 11:47 AM
I have played plenty of games in 3D (Nvidia 3D vision) with static 2d HUDs. it takes a sec to get use to, but they hud just appears to float over everything (its like looking through a window, and you have stickers on said window.)

PS2 currently does not work very well with 3d though, a lot of stuff renders at the wrong distance and just looks odd. I wish it worked though.

Metro LL has been my fave game to play in 3D. it works flawlessly. 3D is anything but dead, but currently its just expensive.

maradine
2013-07-09, 12:05 PM
I have played plenty of games in 3D (Nvidia 3D vision) with static 2d HUDs. it takes a sec to get use to, but they hud just appears to float over everything (its like looking through a window, and you have stickers on said window.)

When it's borked in 3D Vision, it's still contained to the rectangle in front of you. When it's borked on Rift, it's swimming all around your damned melon. :)

This is one of those places where PS2 would have benefitted from an off-the-shelf engine. Not saying Forgelight was a bad idea (it clearly wasn't), just that it's more ground for them to cover themselves now.

In other news, the next rev of the SDK dropped last week and supports configuring inter-pupillary distance and focal expanses as a player profile object. Now you can actually let people use your Rift without having to recalibrate it every time. 2D projected menus are the biggest visual complaint when it's wrong, so this is awesome for LAN parties / outfit events.

Root Hade
2013-07-09, 12:08 PM
SolLeks, Oculus 3D is completely different. You have to design the UI around it. The lenses completely cut off all the borders and corners of the screen, so games have to use a very minimal HUD (if any at all) and move the UI elements closer to the centre of the screen. Loads of rough ports to Oculus have useless HUDs because they're completely cut off. TF2 experimented with a few different versions, like having it stick to your face or float around or stay attached to your body while your head looks around separately.

Putting the menus in actual 3D space ala Dead Space would be the safest bet. I mean theres also the issue of having the text/menu too small that the magnified pixels make the text unreadable.

Ruffdog
2013-08-06, 04:08 AM
http://www.wired.com/gamelife/2013/08/oculus-rift-hydra-demo/

A new video with oculus in concert with some wand from Razor to look, point and shoot a gun. At aliens.
Love me some rifting

Underslung MCG with 2 wands anyone?

SolLeks
2013-08-06, 11:04 AM
I realize the rift is 100% different from current 3D tech. I will be buying a consumer rift the second I can pre-order it xD.


Did not mean to make it sound like they are the same at all.

maradine
2013-08-06, 11:33 AM
Man, I'm bad at reading today. Wanna buy a used dev kit instead? :)

SolLeks
2013-08-06, 02:42 PM
Man, I'm bad at reading today. Wanna buy a used dev kit instead? :)

yes, but no, but yes, and no.

I really, really, really want one but I can't bring myself to spend all that cash when I know I will be replacing it within 2 years...

I probably would not have bought my current screen had I known the rift was coming, but then again, the 120hz is really nice for FPS games (woo actually being able to use 120fps, so much smoother than my 75hz screens!)

maradine
2013-08-06, 02:59 PM
I gotta admit, seeing between the pixels is a bummer. Launch kit's gonna be a vast improvement.

SIGGRAPH this year had a set of nVidia Research microlensing displays that could fit behind your shades and operate effectively at that focal length. The resolution was even crummier than a Rift dev kit, but things are boding very, very nicely for the future of immersive gaming.

maradine
2013-08-07, 11:23 AM
In case you haven't heard the news:

http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game/posts/562211

This bodes well.

Assist
2013-08-07, 02:41 PM
In case you haven't heard the news:

http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game/posts/562211

This bodes well.

Yeah it does, Carmack is genius. Though I believe he's had a good bit of work into the Oculus already, I think he's just officially joining the team now.