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Any news on availability of Oculus Rift Support?


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#1 garrun

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Posted April 06 2013 - 10:44 PM

I haven't been able to find anything about a way to enable the Rift support that was demo'd at GDC.  Does anyone have news on this?

#2 SS396

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Posted April 06 2013 - 11:21 PM

I don't think its ready yet, and I'm not sure that you will be able to enable it without a special build.  So I don't know how that is going to work.

For some reason, I think people didn't understand that this device is meant to develop new applications, not a device to use on an already existing application.  That will be for the final release version whenever that happens.
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#3 Dracoslayer16

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Posted April 06 2013 - 11:27 PM

They said right on the kickstarter that the "dev kit" is not for consumer use but to be used for developers to develop software for it and to critique future improvements to the device.  The device's screen is significaly lower quality than the final product and that many other features are toned down due to them only being for development and not actual use.  That said, I wouldn't get my hopes up for seeing a special patch put out just so Hawken will be compatible with an unfinished prototype peripheral.
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#4 SS396

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Posted April 06 2013 - 11:35 PM

View PostDracoslayer16, on April 06 2013 - 11:27 PM, said:

They said right on the kickstarter that the "dev kit" is not for consumer use but to be used for developers to develop software for it and to critique future improvements to the device.  The device's screen is significaly lower quality than the final product and that many other features are toned down due to them only being for development and not actual use.  That said, I wouldn't get my hopes up for seeing a special patch put out just so Hawken will be compatible with an unfinished prototype peripheral.
Exactly, I heard on tested.com when they did a review on it, they sold 40,000 devices.  I fear that ~30,000 people don't understand.
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#5 KaszaWspraju

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Posted April 07 2013 - 02:15 AM



TF2 is so far the only game that supports Oculus Rift. Hawken has only a technology demo.
Hawken did not even have ui/hud in game, in version presented at the PAX and GDC. Really a lot of time will pass before we can play with Oculus Rift on our heads.

Edited by KaszaWspraju, April 07 2013 - 02:27 AM.

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#6 Dread_Lord_Pitr

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Posted April 07 2013 - 09:22 AM

And this is exactly what i was warning all those dolts about in the previous Occulus Rift threads; that there would be little to no support for the Dev kits as they are meant for you to develop your own drivers, patches, firmwares etc. on.
Hence 'Development Kits'; meant for game Devs to use to develop the support for their game.
I doubt more than 5000-6000 of these kits got sold to actual game Devs.
And boy will i be laughing hard once the consumer versions come out (IF they come out!) and games end up supporting only those specific devices and not the Dev versions :ph34r:
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#7 Sartor

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Posted April 10 2013 - 09:20 AM

View PostSS396, on April 06 2013 - 11:35 PM, said:

Exactly, I heard on tested.com when they did a review on it, they sold 40,000 devices.  I fear that ~30,000 people don't understand.

Its more like 13.000 Units. Ordernumbers are not equal to units sold.

View PostDread_Lord_Pitr, on April 07 2013 - 09:22 AM, said:

.Boy will i be laughing hard once the consumer versions come out (IF they come out!) and games end up supporting only those specific devices and not the Dev versions :ph34r:

Why would you be laughing? I do not intend to develop software for the Rift, I just want to play with all the great hacks, and then I'll pre-order the consumer version when it's available. You have no idea how fun this device is ;)

Edited by Sartor, April 10 2013 - 09:21 AM.


#8 hendman

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Posted April 10 2013 - 10:15 AM

In another thread relating to the rift device someone posted this link: http://www.kickstart...me/posts/296537

According to that link hawken is supposed to support the Oculus Rift from 12-12-12 onward. There is even an interview with the Meteor CEO and Khang Le in which they confirm this. It all seems a marketing ruse, since the ingame support for the rift is nowhere to be seen.

#9 FR05TY

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Posted April 11 2013 - 01:54 PM

View PostDread_Lord_Pitr, on April 07 2013 - 09:22 AM, said:

And this is exactly what i was warning all those dolts about in the previous Occulus Rift threads; that there would be little to no support for the Dev kits as they are meant for you to develop your own drivers, patches, firmwares etc. on.
Hence 'Development Kits'; meant for game Devs to use to develop the support for their game.
I doubt more than 5000-6000 of these kits got sold to actual game Devs.
And boy will i be laughing hard once the consumer versions come out (IF they come out!) and games end up supporting only those specific devices and not the Dev versions :ph34r:

It's funny you're calling them 'dolts' when you apparently don't understand what drivers/firmware are (and yet brag about how you 'warned' people).

Both the drivers and firmware are handled by Oculus, and are in a good state at the moment. The only thing left is game integration (patches, so you're 1 for 3). Don't get me wrong - it will obviously take time before there's reasonable game support for the Rift, but you can hardly blame someone for asking about Hawken Rift support, especially when Meteor/Oculus have been working together with earlier prototypes to build support (and already have a VR demo).

Also, the SDK is designed such that the particular implementation of the HMD is factored out, so the old kits and any new HMDs should work.

#10 Beefsweat

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Posted April 11 2013 - 03:35 PM

I think the ability to freelook would be neat, ala Arma 2 or Battlefield 3 (in air vehicles at least). Press/hold a button, look around the inside of your cockpit like you could with the Rift, would definitely increase the immersion factor.
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#11 Dread_Lord_Pitr

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Posted April 11 2013 - 07:37 PM

View PostFR05TY, on April 11 2013 - 01:54 PM, said:

It's funny you're calling them 'dolts' when you apparently don't understand what drivers/firmware are (and yet brag about how you 'warned' people).

I've helped write bugfixes for Nvidia drivers for Linux, and i am no stranger to firmware tweaking.
But reading the rest of your post, you have a point; i had expected the Oculus Devs to leave a lot of this up to the end users; instead they properly support their product.
Very rare with this sort of niche hardware, especially considering previous projects of this nature.
If you've seen any of the 'VR' goggle projects from the 90's you probably know what i mean.
Hell, as i've stated before, ask John Carmack about it, he's been trying to get this sort of thing going since, what, the first Doom ?
Lack of support always killed it, either lack of proper drivers, or lack of a decent list of games to support it.

View PostFR05TY, on April 11 2013 - 01:54 PM, said:

Both the drivers and firmware are handled by Oculus, and are in a good state at the moment. The only thing left is game integration (patches, so you're 1 for 3). Don't get me wrong - it will obviously take time before there's reasonable game support for the Rift, but you can hardly blame someone for asking about Hawken Rift support, especially when Meteor/Oculus have been working together with earlier prototypes to build support (and already have a VR demo).

And they will keep on handling the Drivers in a manner that makes it work with the Dev kit hardware. ?
Well kudo's for them for not leaving that to the people using the kits.
Most companies that put out these type of Dev kits left the Firmware tweaks and Drivers up to the user, kinda like how a few years ago, Nvidia would barely support the Linux community with decent Drivers, and we had to do the work ourselves.

On game integration; it's better than previous projects, but looking at the support dates for the Oculus on some of them, i can't help but wonder if people will still care enough by that time.
(Ever the sceptic, i shall be)

As for blaming people for asking for support, only thing i'm blaming them for is not at least ALSO working on it themselves, these are Dev kits, after all :P

View PostFR05TY, on April 11 2013 - 01:54 PM, said:

Also, the SDK is designed such that the particular implementation of the HMD is factored out, so the old kits and any new HMDs should work.

Now THAT is something you rarely see.
But won't that (potentially) cause some headaches with FOV/Resolution differences between the models ?
Not to mention some rather nasty hardware specific bugs ?
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#12 Tug

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Posted June 02 2013 - 08:25 AM

View PostSS396, on April 06 2013 - 11:21 PM, said:

, I think people didn't understand that this device is meant to develop new applications.

This is incorrect.  Any application that has, or could have stereoscopic rendering (that is any game since about 2000 or earlier) can be compatible with the oculus rift with a few minior tweaks.

Split view rendering (most new video cards have this on the hardware.  Used for all 3D screens)
View angle adjust (to allow for extra view in our peripheral vision)
Field of view (to adjust the periphery of our view to be rendered on the appropriate perspective)
HUD / UI scaling (so that the UI is in the center of the screen, not on the outside of our periphery)

That's it.  It is actually an extremely low amount of work to add this to any game.

#13 Tug

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Posted June 02 2013 - 08:31 AM

View PostDread_Lord_Pitr, on April 11 2013 - 07:37 PM, said:

But won't that (potentially) cause some headaches with FOV/Resolution differences between the models ?

The box between the rift and your PC automatically downscales (or upscales) whatever resolution you pump into it, permitting it is the correct aspect ratio.  Since there is only one screen with a display for each eye on each half, there is no further adjusment required, assuming the aspect ratio is the same.

The rift really is just a regular screen just plastered onto your face with some lenses so your eyes don't have to focus 1 inch away, and so that it wraps the screen around your peripheral vision, and added rotational tracking

#14 WarPig

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Posted June 02 2013 - 10:35 AM

http://www.gamebreak...ift-co-founder/

there's some news this week regarding it ...
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#15 SS396

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Posted June 02 2013 - 03:40 PM

View PostTug, on June 02 2013 - 08:25 AM, said:

This is incorrect.  Any application that has, or could have stereoscopic rendering (that is any game since about 2000 or earlier) can be compatible with the oculus rift with a few minior tweaks.

Split view rendering (most new video cards have this on the hardware.  Used for all 3D screens)
View angle adjust (to allow for extra view in our peripheral vision)
Field of view (to adjust the periphery of our view to be rendered on the appropriate perspective)
HUD / UI scaling (so that the UI is in the center of the screen, not on the outside of our periphery)

That's it.  It is actually an extremely low amount of work to add this to any game.

Nope.  I stand by my statement.  The device you have is not a "CONSUMER" device it is for developing applications that will be compatible it in the future when they release the consumer version.

Please read the oculus FAQ
http://www.oculusvr.com/faq/
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#16 Wondrz

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Posted June 02 2013 - 09:19 PM

You want OCULUS RIFT? play tf2. just type in some kind of code thing in the console. with that it uses the server thingy meaning if you rocket jump and your hand is waving, youll be ale to see your hand waving at the right angle. also i do wonder how oculus rift will be implemented in HAWKEN
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