Oculus Rift Support - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Frictional Games (https://www.frictionalgames.com/forum/forum-3.html) +--- Forum: Off-Topic (https://www.frictionalgames.com/forum/forum-16.html) +--- Thread: Oculus Rift Support (/thread-17415.html) |
RE: Oculus Rift Support - GrixM - 04-07-2013 (04-05-2013, 05:02 AM)trens Wrote:(04-04-2013, 03:48 PM)Traggey Wrote: I uh, doesn't the support need to be built into the actuall game? I highly doubt you can smack it on and it'll just work with anything? It's very hard though, and I haven't heard of anyone currently working on getting any FG games supported. I think out best shot at getting it to work decently is to convince FG to implement it themselves. (04-05-2013, 05:08 AM)JustAnotherPlayer Wrote: If Frictional gonna implement this in some other game (NOT AAMFP, it's almost done!), they have to consider the price. There should be a setting where you can enable/disable Oculus. Obviously, I'm not saying that everyone should be forced to buy a rift to play the game. (But I think that everyone would want to if they tried it ) If anyone from FG/TCR happens to be reading this, here's some recommended reading material: http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf It is a presentation by Valve on what they learned while porting TF2 to the rift. Also, another video showing the enormous potential of the rift in combination with the hydra. The HPL way of interacting with object, but on steroids! http://www.youtube.com/watch?v=svY8Wz2GjQ0 RE: Oculus Rift Support - yomer - 04-17-2013 (03-23-2013, 08:23 PM)Acies Wrote: From what I have seen (I have not tried it) oculus seems awesome. I definately think that it would be fitting for Amnesia. Given the popularity of the game, it would be a marketing investment to be known as the first company which virtually(VR reference) scared the crap out of us. I think it should be at least evaluated. It really isn't that difficult, considering they know the engine entirely and should have the ability to manipulate the rendering process to achieve it. Unless, the engine was developed without structure and with inefficient fixes. Maybe even by trying to include support for the Rift in HPL2, they can detect rendering flaws which could potentially be fixed during the HPL3 development cycle; which will later permit development for the Rift and other VR solutions. RE: Oculus Rift Support - Adrianis - 04-19-2013 (04-17-2013, 04:03 PM)yomer Wrote: Ability to manipulate rendering process != not difficult to implement See Valve's GDC talks on VR for details RE: Oculus Rift Support - yomer - 04-19-2013 I'm not expecting a perfect implementation, but at least that they try. I prefer to hear them say:"You know, we tried and got this(example included), it would take n amount of man hours to get it right and we need to focus entirely on HPL3. We'll look into adding support later on to HPL3." That would give a good impression to their current and future product owners. Take Carmack for example, He was trying to get Doom BFG to work with the Rift. He almost got it but decided against releasing it because of some irregularities. Tell me that you don't appreciate his efforts? It's funny. Probably someone could come out with an OpenGL wrapper sooner or later to enable Rift support. RE: Oculus Rift Support - GrixM - 04-19-2013 If there are any sceptics left, here is a video of the one and only Dear Esther using the Oculus: http://www.youtube.com/watch?v=gAfsejvCDrY RE: Oculus Rift Support - Veraxus - 04-24-2013 (04-19-2013, 04:45 PM)yomer Wrote: Take Carmack for example, He was trying to get Doom BFG to work with the Rift. He almost got it but decided against releasing it because of some irregularities. Doom 3 BFG was already working on the first Rift prototypes... but the specs of the Rift Dev Kit changed so much that the prior implementation was no longer compatible with the new hardware. I'm not sure if we'll eventually get a version of Doom 3 that uses the formal SDK or not. I hope we do, but all's silent on that front at the moment. That said, I really, really, really hope Frictional adds Oculus Support to AMFP. The immersiveness would be unprecedented. I don't generally get creeped out by games (even Amnesia)... but I can imagine that seriously changing with VR. It's no longer a game on a little computer screen... it's not even a game on a big computer screen... it's you... being there. That cannot be underestimated. RE: Oculus Rift Support - PutraenusAlivius - 04-24-2013 Frictional Games WILL NOT make AAMFP compatible with Oculus Rift because it's about to release and the process of adding this will make them to delay it again. RE: Oculus Rift Support - eliasfrost - 04-24-2013 Why not let someone else do it? Like an injector, shouldn't be too hard for those who knows how. RE: Oculus Rift Support - PutraenusAlivius - 04-24-2013 (04-24-2013, 03:25 PM)Naked? No Wrote: Why not let someone else do it? Like an injector, shouldn't be too hard for those who knows how. Oculus Rift is complicated and it's maybe not even supported on the HPL Engine. If someone else does it, he/she will need permission from FG and TCR and he/she have to replace some things that will take months, or even years. And we don't even know if FG/TCR will even approve or not. RE: Oculus Rift Support - yomer - 04-24-2013 (04-24-2013, 03:25 PM)Naked? No Wrote: Why not let someone else do it? Like an injector, shouldn't be too hard for those who knows how. Oculus Rift is complicated and it's maybe not even supported on the HPL Engine. If someone else does it, he/she will need permission from FG and TCR and he/she have to replace some things that will take months, or even years. And we don't even know if FG/TCR will even approve or not. [/quote] If a dedicated developer did try to make an injector/wrapper, they wouldn't need approval from FG. An injector intercepts OpenGL calls and alters the rendering process. All this happens on the video drivers, not the game. One would need approval if they were to modify the engine itself, but not an OpenGL injector/wrapper. And actually, the process doesn't really take years. Based on other wrappers being made for DirectX, I'd probably say 3-6 months at most. |