#461
Posted September 02 2013 - 01:51 AM
this is 1 of the reasons i got a dev kit!
#462
Posted September 02 2013 - 01:56 AM
https://community.pl...he-next-update/
Hope this will not be canceled at the last minute.
One of the reasons i bought the Oculus Rift is that Hawken ''would'' support it in 12/12/12.
Let's hope this time will be true
#463 Guest_waftycrank_*
Posted September 02 2013 - 04:44 AM
HUD now has weird floaty bars for sake of Rift. Why_ HAwken not really suited to Rift. (Beyond first hour of immersion ‘wow’ would turn it off for want of shooting straight.) Rift might work in HAwken if weapons & HUD followed head aim point +/-30 deg. from chassis heading. Id est, still chassis forward locked but with slight weapon arm pivot. Head = aim point. Mouse = chassis heading. Would still feel suboptimal.
#464
Posted September 02 2013 - 04:56 AM
Regarding the rift implementation i think this new HUD has been optimized for VR since the reticle,and hope healt bars etc would be sticked to the POV.
the secondary infos are instead inside the cockpit,It's not the best for rift users but should work.
I really hope devs will give us the option to aim with headtracking...it's the only way to use the rift in a competitive way, or it will remains just a good gadget and nothing more.
I can understand if Rift doesn't work good with games converted later,but Hawken tried to implement it before the Alpha, so i think a full and working optimization would be adeguate after almost 1 year.
#465 Guest_f_error_*
Posted September 02 2013 - 05:02 AM
Edited by f_error, September 02 2013 - 05:05 AM.
#466 Guest_waftycrank_*
Posted September 02 2013 - 05:43 AM
torc, on September 02 2013 - 04:56 AM, said:
#467
Posted September 02 2013 - 06:01 AM
waftycrank, on September 02 2013 - 04:44 AM, said:
HUD now has weird floaty bars for sake of Rift. Why_ HAwken not really suited to Rift. (Beyond first hour of immersion ‘wow’ would turn it off for want of shooting straight.) Rift might work in HAwken if weapons & HUD followed head aim point +/-30 deg. from chassis heading. Id est, still chassis forward locked but with slight weapon arm pivot. Head = aim point. Mouse = chassis heading. Would still feel suboptimal.
☯ NΣPTVNΣ ☯
Metallic.Uniframe.Super.Hybrid.Armor
#468
Posted September 02 2013 - 06:08 AM
@Vinushka: yes...sadly.
Edited by torc, September 02 2013 - 06:13 AM.
#469
Posted September 02 2013 - 06:19 AM
the advantages will be this: looking arround corners without turning your mech. and ofcourse an awesome experience.
when it comes to shooting i must say i did not have to much trouble. yes you should look straight to aim with like a controller or mouse. because you need to see what you are aiming for so you look through your windshield.
the realism however is so intense that you wil experience a what i cal: 1 on 1 depth perception with the real thing.
i never felt before that i was flying to high in any game. (when using the jetpack) when i did in hawken with the oculus i actually felt i was flying to high for comfort). also when i stood on a building, when i walked to the edge and looked down my stomach felt funny cause it was so freaking high).
ill gladly loose a bit of response with aiming (if there is any) cause its just getting used to to get this experience.
besides.. it might be even better once you get the hang of it.
and for the post above. yes. you can look arround in your mech cockpit and aiming goes by controller or mouse/keyboard. pretty neat to check behind your cockpit seat though
Edited by Fighter1441, September 02 2013 - 06:21 AM.
#470
Posted September 02 2013 - 06:36 AM
#471
Posted September 02 2013 - 07:58 AM
#472
Posted September 02 2013 - 10:23 AM
midixas94, on September 02 2013 - 07:58 AM, said:
This is pointless...we're all aware that mechwarrior is a completely different kind of game.
We're just tryin'to integrate the Oculus rift in a proper and correct way,or at least suggest this.
First of all,Hawken have just 2 guns,and there's no chassis-mounted guns, so the example is nonsense.
Second, the headtracking aiming would help to balance who plays with a gamepad and the rift,otherwise a good slice of players will be not competitive,making the experience frustrating.
that's all
#473
Posted September 02 2013 - 11:03 AM
you can still kbm w/ the rift on (my kb is not lit and i usually play in the dark and never look at my keyboard).
and some people are able to gamepad at a high lvl in hawken due to turn speed caps. so even if you prefer gamepad while blind (i don't) you won't be handicapping yourself too much.
#474 Guest_f_error_*
Posted September 02 2013 - 11:15 AM
Do you have your rift kit already_ There are enough topics about motion sickness. Maybe you could look into some of them and compare them to hawken_
Did you test with a gamepad or mouse&keyboard_
#475
Posted September 02 2013 - 11:18 AM
f_error, on September 02 2013 - 11:15 AM, said:
Do you have your rift kit already_ There are enough topics about motion sickness. Maybe you could look into some of them and compare them to hawken_
Did you test with a gamepad or mouse&keyboard_
#476
Posted September 02 2013 - 11:21 AM
Jason Hughes
Producer || Adhesive Games || twitter: @digitalHUGHES
#477
Posted September 02 2013 - 11:27 AM
If you want some feedback just for the Rift implemetation i am available.
Would be great having the Rift owners directly involved into the project....a sort of HAB for Rifters
Regarding motion sickness, i never feel it ( i suffer car motion sickness in RL), but the first hours with the OR were a bit strange...i think it's just you have to habit with this, then it will disappear.
I can play Strike suit zero without any sort of nausea.
Hope it helps.
Edited by torc, September 02 2013 - 11:31 AM.
#478
Posted September 02 2013 - 11:29 AM
#479
Posted September 02 2013 - 11:36 AM
#480
Posted September 03 2013 - 11:24 PM
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