SR-F_Winger Posted May 21, 2014 Posted May 21, 2014 (edited) This goes to anyone interested but mainly to the DEVs! IMHO: To ignore the FACT that VR is about to blow EVERYONE out of his shoes would be negligent by any gamedeveloper! Stying up to speed is crucial! http://www.wired.com/2014/05/oculus-rift-4/#slide-id-914221 Edited May 21, 2014 by VSG1_Winger
JG27_Chivas Posted May 21, 2014 Posted May 21, 2014 That is a very good article, especially for those that haven't followed the development.
SYN_Mike77 Posted May 21, 2014 Posted May 21, 2014 (edited) I found this bit interesting: Oculus is also working on a second, outward-facing camera that will be part of the headset itself. The Valve prototype used such a camera to read fiducial markers on the walls for tracking, but Oculus seems to intend it for very different applications. For one, Carmack says, it can function as a pass-through camera, allowing Rift-wearing users to see what’s happening in the real world—a kind of external heads-up display that would allow you to grab a soda, for instance. Or your throttle quadrant! and this: Similarly, some of the most popular games being shared among developers and early adopters are simulators, in which players drive or parachute or roller-coaster through an otherwise static world but don’t move themselves. Sounds to me like a flying sim would be perfect. Edited May 21, 2014 by SYN_Mike77
Oesau Posted May 21, 2014 Posted May 21, 2014 I found this bit interesting: Oculus is also working on a second, outward-facing camera that will be part of the headset itself. The Valve prototype used such a camera to read fiducial markers on the walls for tracking, but Oculus seems to intend it for very different applications. For one, Carmack says, it can function as a pass-through camera, allowing Rift-wearing users to see what’s happening in the real world—a kind of external heads-up display that would allow you to grab a soda, for instance. Or your throttle quadrant! and this: Similarly, some of the most popular games being shared among developers and early adopters are simulators, in which players drive or parachute or roller-coaster through an otherwise static world but don’t move themselves. Sounds to me like a flying sim would be perfect. Yes it's interesting and something that I was hoping would come along as there needs to be some way to interact with real world objects (until at least we get to a point that we have pressure devices on gloves or very precise tracking to enable switch interaction)
SR-F_Winger Posted May 27, 2014 Author Posted May 27, 2014 And yet another time i have to express how important native VR support from the beginning is for every sim-developmentteam:) So please devs. Do not make a mistake and loose touch on implementation of OR support.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now