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Old 05-02-2013, 02:45 PM   #1
if76
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Oculus Rift Support Announced for Road Redemption

Road Redemption, the Road Rash-inspired kickstarter, released a video of the game utilizing the Oculus Rift VR headset.


Seems like a great use of the Oculus Rift. I hope they get funded!
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Old 05-02-2013, 03:24 PM   #2
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A multi-platform game supporting next-gen tech and you "hope" they get funded?
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Old 05-02-2013, 07:14 PM   #3
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lol I knew I wouldn't get a reply. Seriously some of these kickstarter campaigns are total BS and will be funded regardless of all the "hope" one puts into it.
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Old 05-02-2013, 08:06 PM   #4
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Er...

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Originally Posted by if76 View Post
Road Redemption, the Road Rash-inspired kickstarter, released a video of the game utilizing the Oculus Rift VR headset.


Seems like a great use of the Oculus Rift. I hope they get funded!
Seems like the basic use case...not a "great use". In fact, this tech demo shows that they really aren't using it to do anything special. You use it to look around. Congrats. The brief talking point about audio is only interesting because it tells me they actually have the development kit and have been trying to figure out how to leverage it. I assume little tweaks like this are, expected incidental improvements, not platform issues for selling their dream.
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Old 05-02-2013, 10:15 PM   #5
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That game looks ugly as hell.
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Old 05-02-2013, 10:36 PM   #6
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That game looks ugly as hell.
crappy game Oculus Rift cash grab
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Old 05-02-2013, 10:46 PM   #7
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How hard is it to port a game over to the rift? Any devs here have any insight? Will it be something modders can do without to much trouble?

And im really not worried about head tracking at all. I just want a full FOV and three deee!!
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Old 05-02-2013, 11:09 PM   #8
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Let's take a guess...

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How hard is it to port a game over to the rift? Any devs here have any insight? Will it be something modders can do without to much trouble?

And im really not worried about head tracking at all. I just want a full FOV and three deee!!
As I have a kindergarten understanding of 3d, I'll reason it out with what I know. In most 3d games you have camera angle (vector) and a scene where all your meshes reside. You have only so many cycles to render so many polygons (with textures overlayed) and generally you do this by only rendering what could possibly come into vision (even by accident) making most 3d games (like WoW) really just viewports where you are staring at a vector and saying "draw this". In some games, the meshes aren't very well done (or broken) in areas you'd never look or go to. With OR, you need to be sure every scene is fully renderable from all vectors. You need to have the scene renderable in a reasonable amount of time (no optimization/buffering tricks for what the camera couldn't possibly do at timepoint X, anymore!) and some API for hooking into the camera vector...I assume the OR headset just sends an xyz datastream that you need to hook into a game's camera control (if it has one) via some stream tokenizer at some rate (which OR may even prototype for you).

I *imagine* there are at least 2 classes of games there that wouldn't support OR. Games without fully renderable scenes and games that are barely performant for their platform (have performance issues if you add a free-moving camera).

I could be very wrong, but I'd like to learn more about it ^^
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Old 05-03-2013, 06:01 AM   #9
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Huh, I read the title as Red Dead Redemption...
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Old 05-03-2013, 06:54 AM   #10
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Better than Kinect.
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Old 05-03-2013, 09:00 AM   #11
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Quote:
Originally Posted by blackzc View Post
How hard is it to port a game over to the rift? Any devs here have any insight? Will it be something modders can do without to much trouble?

And im really not worried about head tracking at all. I just want a full FOV and three deee!!
It'll depend on how deeply UE3 and the id do their integration. It could be as easy as a compile switch when the UDK with Rift support is released similar to some of the changes you need to do for supporting 3D with the engine.

That doesn't mean you won't have to firefight problems, like performance and so on, but it could be super easy. Like Jack9 says though, of course your game has to be prepared (maybe even designed from the ground up) to use the hardware properly.
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Old 05-03-2013, 02:32 PM   #12
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I'm not sure why it would be difficult to port. It seems like (to me) OC is mainly just an ipad strapped to your face playing gyroscope enabled games. In fact, I would imagine that would be most of games for this platform will be just that, and very few would really take advantage of all of the things the hardware can do. That's pretty much what you see with all new technology. Remember the Wii and it's "motion controller" which was really just swipes mapped to arrow keys? That is exactly what you will get with this thing.
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Old 05-03-2013, 02:33 PM   #13
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I'm not sure why it would be difficult to port. It seems like (to me) OC is mainly just an ipad strapped to your face playing gyroscope enabled games. In fact, I would imagine that would be most of games for this platform will be just that, and very few would really take advantage of all of the things the hardware can do. That's pretty much what you see with all new technology. Remember the Wii and it's "motion controller" which was really just swipes mapped to arrow keys? That is exactly what you will get with this thing.
OR, not OC... *sigh*
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