Oculus Rift
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".. useless language support .." - Unless of course you happen to only speak one of those languages!
The expansions for X3AP (indeed even the game add-on itself) are heavily community-assisted ventures.
Also why add support for something not yet commercially available and probably not yet at full design freeze, or that could prove a very small market in the remaining commercial life of X3?
Yes, nice to have surely, but cost-effective work for the dev team just now? Not at all sure on that score.
Oh, and I am unsure what that has to do with Rebirth anyway.

The expansions for X3AP (indeed even the game add-on itself) are heavily community-assisted ventures.
Also why add support for something not yet commercially available and probably not yet at full design freeze, or that could prove a very small market in the remaining commercial life of X3?
Yes, nice to have surely, but cost-effective work for the dev team just now? Not at all sure on that score.

Oh, and I am unsure what that has to do with Rebirth anyway.
A dog has a master; a cat has domestic staff.
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sure.....i understand.Alan Phipps wrote:
Yes, nice to have surely, but cost-effective work for the dev team just now?
next moth it will available on udk, i'll try to apply it on my demo-videogame, just to understand how many time takes.
otherwise... we can wait a mod from a modder, i saw one guy do it for Half life 2! (not perfect... but nice work)
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I've ordered one dev-kit, i hope to try it at the end of May.jkflipflop98 wrote:Do you guys have an oculus in the office yet? What do you think? I'm really excited for this technology and a game like X where you're in a cockpit most of the time seems like a perfect fit for this.
<Moved to active Oculus thread. Alan Phipps>

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Me too, can't wait to try out some TF2 with it! Planning on using the UDK to post oculus support into Starforge as well.Nellus wrote:I've ordered one dev-kit, i hope to try it at the end of May.jkflipflop98 wrote:Do you guys have an oculus in the office yet? What do you think? I'm really excited for this technology and a game like X where you're in a cockpit most of the time seems like a perfect fit for this.
<Moved to active Oculus thread. Alan Phipps>
I was hoping that Egosoft had ordered one for the office to work with. It seems the big developers got first crack at the dev kits (which is how it should be). Valve and ID already have the new ones, among others.
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Well, we did order one. I also ordered one privately for me. Consumers should wait though as has been mentioned many times. The screen surely isn't the best and the rift currently lacks positional tracking which is a pity.jkflipflop98 wrote:Me too, can't wait to try out some TF2 with it! Planning on using the UDK to post oculus support into Starforge as well.Nellus wrote:I've ordered one dev-kit, i hope to try it at the end of May.jkflipflop98 wrote:Do you guys have an oculus in the office yet? What do you think? I'm really excited for this technology and a game like X where you're in a cockpit most of the time seems like a perfect fit for this.
<Moved to active Oculus thread. Alan Phipps>
I was hoping that Egosoft had ordered one for the office to work with. It seems the big developers got first crack at the dev kits (which is how it should be). Valve and ID already have the new ones, among others.
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You can't see the keyboard very well with 3D Vision glasses on, either, and I very rarely miss it. I'm not sure how anyone could become much of a PC Gamer without picking up on touch typing. Though this game DOES have a ton of shortcut keys... finding where the "\" character is would be tricky.
Something you'll have to think about with an X game is what scale to use. If you use a realistic scale then your cockpit will have a lot of depth to it but practically everything outside it will just be "far". Eyesight triangulation only works out to about 50 meters under optimal conditions. If the cockpit isn't there then you could spread the cameras out more. That will let you see the difference between something 1km away and 2km away. The cost, though, is that everything will look small - like little toy ships.
With this game you might be able to do some interesting stuff. If you're controlling a drone with long range attack then perhaps the drone itself would have two visual feeds that are far apart while a repair drone would have a human-like separation.
Something you'll have to think about with an X game is what scale to use. If you use a realistic scale then your cockpit will have a lot of depth to it but practically everything outside it will just be "far". Eyesight triangulation only works out to about 50 meters under optimal conditions. If the cockpit isn't there then you could spread the cameras out more. That will let you see the difference between something 1km away and 2km away. The cost, though, is that everything will look small - like little toy ships.
With this game you might be able to do some interesting stuff. If you're controlling a drone with long range attack then perhaps the drone itself would have two visual feeds that are far apart while a repair drone would have a human-like separation.
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I do this I mainly use my index/ middle fingers and thumb for spacebar.amtie wrote:So you're saying you poke your keyboard mainly with your index finger?
This, I do not care much about.. I would not buy the Occulus for the 3D effect, but for the head mounted display and orientation tracking.Zloth wrote:You can't see the keyboard very well with 3D Vision glasses on, either, and I very rarely miss it. I'm not sure how anyone could become much of a PC Gamer without picking up on touch typing. Though this game DOES have a ton of shortcut keys... finding where the "" character is would be tricky.
Something you'll have to think about with an X game is what scale to use. If you use a realistic scale then your cockpit will have a lot of depth to it but practically everything outside it will just be "far". Eyesight triangulation only works out to about 50 meters under optimal conditions. If the cockpit isn't there then you could spread the cameras out more. That will let you see the difference between something 1km away and 2km away. The cost, though, is that everything will look small - like little toy ships.
With this game you might be able to do some interesting stuff. If you're controlling a drone with long range attack then perhaps the drone itself would have two visual feeds that are far apart while a repair drone would have a human-like separation.
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Couldn't you hack in positional tracking by using trackIR? All you need is 3 LEDs mounted to the face of the thing and you could use that. Probably isn't responsive enough, though.Arsaneus wrote:Snip.
Well, we did order one. I also ordered one privately for me. Consumers should wait though as has been mentioned many times. The screen surely isn't the best and the rift currently lacks positional tracking which is a pity.
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