Edited by nemoaristos, March 27 2014 - 11:56 PM.
Oculus Rift Help
#61
Posted March 06 2014 - 02:59 AM
#62
Posted March 06 2014 - 03:25 AM
Does anyone know of any other Rift hotkeys_ I specifically looking for something that will allow me to view tutorial screens that dont seem to be optimized for the Rift.
#63
Posted March 06 2014 - 03:48 PM
I wish there was a way to adjust the resolution of the rift to 1920x1080 as I have found that makes things a little more clear in other games.
I really wish it were possible to have this same style of look with the rift and aim with the mouse for games like bf4 and others.
Other than moving the map to inside the mech, and scaling the cockpit so that it seems larger I would say the rift works better in hawken than any other game I have played. Can't wait for the consumer version so things aren't so pixelated.
Edited by anrchy, March 06 2014 - 03:50 PM.
#64
Posted March 09 2014 - 10:05 PM
Edited by nemoaristos, March 27 2014 - 11:54 PM.
#65
Posted March 09 2014 - 10:08 PM
Edited by nemoaristos, March 27 2014 - 11:55 PM.
#66
Posted March 10 2014 - 03:19 PM
Devs, please fix it or make sure that it worked correct.
And can you add the ability to select the resolution in the settings for Oculus Rift support_
In fact actually Rift Dev Kit can output image in 1920x1200 with hardware decrease to native 1280x800.
After all, because of this image in HL2 looks so smooth, if set resolution to 1920x1080 or 1920x1200.
Hint for VR mode: That worked on x64 aka 64-bit OS — just remove "-vr" and set on in game menu and restart it.
Edited by Voxel, March 11 2014 - 05:59 AM.
#67
Posted March 14 2014 - 12:15 PM
I'll report back with my thoughts but so far triple monitor is alot of fun. I can only imagine the Rift HD being the superior option.
#68
Posted March 16 2014 - 03:11 AM
Thanks a lot
#69
Posted March 17 2014 - 09:51 AM
torc, on March 16 2014 - 03:11 AM, said:
Thanks a lot
I don't know how people can play with that style. I can't stand it. I think there would also be a slight issue with this, as the mechs can only rotate so fast this could be an issue with motion sickness as you would feel like your looking has major lag.
#70
Posted March 20 2014 - 05:22 AM
anrchy, on March 17 2014 - 09:51 AM, said:
torc, on March 16 2014 - 03:11 AM, said:
Thanks a lot
I don't know how people can play with that style. I can't stand it. I think there would also be a slight issue with this, as the mechs can only rotate so fast this could be an issue with motion sickness as you would feel like your looking has major lag.
AFAIK a lot of real and modern aim methods used in military assets works in this way (the apache guns,as istance)
just remember that if you want to aim a target with the rift you already have to look at him , aim with mouse and then shoot:
In my opinion the current implementations just increase the motion sickness:
1- WASD for mech mouvements
2- MOUSE for mech orientation
3- MOUSE for aiming (with the option enabled)
4- RIFT for head mouvemets.
We have a total of 4 Mouvements that increase the sickness and nausea.
With my suggestion you can just orient your mech body with mouse and then tuning the aim with your head: basically is enough separate the mouse movement (mech orientation) and the reticle movements.
1-WASD for mech mouvements
2-MOUSE for mech orientation
3-RIFT for head mouvements and aim.
It benefits also of the mech chassis cockpit that gives to you the current mech position and orientation:
This will reduce the nausea and will give a better and more istinctive aim method: where you see you Hit the target.
Our neck is very stable and sensitive...more than any mouse or joypad based on my experience.
Plus It would be helpful to make a radius limit for the aim reticle that follow your head just,say around 90 degrees and not follow you all around the cockpit just to avoid to shoot at people at your left or right side (180degrees of aiming)
One more thing: TBH if you wanna to play a match with the Rift you're already dead:
You cannot be competitive with the current integration.
If you want to increase the chances people wants to PLAY,not TEST Hawken+Oculus, you have to balance a bit the playstyle, that is completely different way to intend a game.
In my opinion Devs should really give us the option to choose how to play with the Rift.
#71
Posted March 22 2014 - 12:45 PM
Second, Rift support seems to be limited to 'monitors 1 & 2'. On my system, my primary display is 'Monitor 3', my secondary display is 'Monitor 2' and the Rift is 'Monitor 1'. As long as I have 'Monitor 3' active, I can't get the Rift mode to activate. I finally got it working by disabling my primary monitor and moving my main desktop to Monitor 2.
This is a ridiculous and confusing limitation of the software.
#72
Posted March 25 2014 - 07:23 PM
torc, on March 20 2014 - 05:22 AM, said:
anrchy, on March 17 2014 - 09:51 AM, said:
torc, on March 16 2014 - 03:11 AM, said:
Thanks a lot
I don't know how people can play with that style. I can't stand it. I think there would also be a slight issue with this, as the mechs can only rotate so fast this could be an issue with motion sickness as you would feel like your looking has major lag.
AFAIK a lot of real and modern aim methods used in military assets works in this way (the apache guns,as istance)
just remember that if you want to aim a target with the rift you already have to look at him , aim with mouse and then shoot:
In my opinion the current implementations just increase the motion sickness:
1- WASD for mech mouvements
2- MOUSE for mech orientation
3- MOUSE for aiming (with the option enabled)
4- RIFT for head mouvemets.
We have a total of 4 Mouvements that increase the sickness and nausea.
With my suggestion you can just orient your mech body with mouse and then tuning the aim with your head: basically is enough separate the mouse movement (mech orientation) and the reticle movements.
1-WASD for mech mouvements
2-MOUSE for mech orientation
3-RIFT for head mouvements and aim.
It benefits also of the mech chassis cockpit that gives to you the current mech position and orientation:
This will reduce the nausea and will give a better and more istinctive aim method: where you see you Hit the target.
Our neck is very stable and sensitive...more than any mouse or joypad based on my experience.
Plus It would be helpful to make a radius limit for the aim reticle that follow your head just,say around 90 degrees and not follow you all around the cockpit just to avoid to shoot at people at your left or right side (180degrees of aiming)
One more thing: TBH if you wanna to play a match with the Rift you're already dead:
You cannot be competitive with the current integration.
If you want to increase the chances people wants to PLAY,not TEST Hawken+Oculus, you have to balance a bit the playstyle, that is completely different way to intend a game.
In my opinion Devs should really give us the option to choose how to play with the Rift.
I agree you should have the option to choose how to play. I just hope they don't get rid of the current style. As it stands I get zero motion sickness using the mouse for aim and rift for look. For me this style gives the most immersion.
Using the rift for aim just doesn't work for me. It also doesn't feel right in certain games. Like bf4. If you were actually in the much you would have controls that orient the position and aim of the mech and you would have the freedom to look around. Attaching aim to head tracking makes me feel stuck and I don't like having to turn my head far right and hold it there to keep my aim on an enemy.
Edited by anrchy, March 25 2014 - 07:24 PM.
#73
Posted March 26 2014 - 10:45 AM
#74
Posted April 30 2014 - 05:36 AM
Fluke, on October 31 2013 - 10:09 PM, said:
Is there any chance to see Hawken running with duplicate screen mode and Oculus active_
it's a huge eye pain to click through menus while in Oculus, I'd rather be viewing a warped image on my 32" main.
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