1080p Oculus Rift
  10 / 10    
His beginning videos. Things like mirrors edge crosshair/shadows on, not altering settings, having issues with headtracking not matching up but not talking about it, not talking about visual issues, etc.
His beginning videos. Things like mirrors edge crosshair/shadows on, not altering settings, having issues with headtracking not matching up but not talking about it, not talking about visual issues, etc.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

Posted 07/10/2013 05:57 PM   
@"What if you were the pint-sized shoulder sidekick, and the character turned around and talked with you?" ... I don't know that could be kind of cool ... thinking sci-fi, you could be a 'support drone' ... affected by the marker ... in Dead Space, Isaac turns around all crazy-like ... eyes glowing. :)
@"What if you were the pint-sized shoulder sidekick, and the character turned around and talked with you?"

... I don't know that could be kind of cool ... thinking sci-fi, you could be a 'support drone' ... affected by the marker ... in Dead Space, Isaac turns around all crazy-like ... eyes glowing. :)
Posted 07/10/2013 06:03 PM   
[quote="Stryker_66"]Third person games don't make sense for it. It's only logical use is from the first person perspective. I love 3D vision for the third person perspective and the toyification enhances that experience.[/quote] I don't see why 3rd person wouldn't work well for VR. All they have to do is link your character's viewpoint with yours. When you swivel, instead of the fulcrum being your own body, the fulcrum would be the character's body, so you would sort of swing around behind them like a camera. It'd probably feel weird for the first 5 minutes, and then be pretty cool once you get used to it. The main difference would be that instead of feeling like you're in the game yourself, your role is more godlike or guardian-angel-like, as you control your avatar. That might be pretty cool. There would probably be other ways to do it too. For example, you could have the player's body movement tied with the character's movement, but the player's head movement NOT tied to the character's head movement. So, you always keep up with your character (when they move forward you move forward), but you can look around the world independently of them (if you look sideways, they go off screen, unless you also make them walk sideways) There might even be games where you and your character can shoot/activate things independently (you attack X on the left while you make your character attack Y on the right). That would make it a bit like a twin stick shooter. It'd no doubt take lots of experimentation to get those kinds of movement schemes working properly. But I'm sure it's possible. Like you said, VR is the next evolution of gaming. As such, it's probably going to be much more than just Battlefield 5 and Borderlands 3 with head movement. It's likely to shake up the whole gaming landscape and introduce a whole bunch of new paradigms and new genres, as 3D did in the 90s with Wolfenstein and Doom.
Stryker_66 said:Third person games don't make sense for it. It's only logical use is from the first person perspective. I love 3D vision for the third person perspective and the toyification enhances that experience.
I don't see why 3rd person wouldn't work well for VR. All they have to do is link your character's viewpoint with yours. When you swivel, instead of the fulcrum being your own body, the fulcrum would be the character's body, so you would sort of swing around behind them like a camera. It'd probably feel weird for the first 5 minutes, and then be pretty cool once you get used to it.

The main difference would be that instead of feeling like you're in the game yourself, your role is more godlike or guardian-angel-like, as you control your avatar. That might be pretty cool.

There would probably be other ways to do it too. For example, you could have the player's body movement tied with the character's movement, but the player's head movement NOT tied to the character's head movement. So, you always keep up with your character (when they move forward you move forward), but you can look around the world independently of them (if you look sideways, they go off screen, unless you also make them walk sideways)

There might even be games where you and your character can shoot/activate things independently (you attack X on the left while you make your character attack Y on the right). That would make it a bit like a twin stick shooter.

It'd no doubt take lots of experimentation to get those kinds of movement schemes working properly. But I'm sure it's possible.

Like you said, VR is the next evolution of gaming. As such, it's probably going to be much more than just Battlefield 5 and Borderlands 3 with head movement. It's likely to shake up the whole gaming landscape and introduce a whole bunch of new paradigms and new genres, as 3D did in the 90s with Wolfenstein and Doom.

ImageVolnaPC.com - Tips, tweaks, performance comparisons (PhysX card, SLI scaling, etc)

Posted 07/11/2013 01:32 AM   
  10 / 10    
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