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- Mar 5 2013, 4:02 PM (611 w, 2 d)
Jun 3 2016
May 10 2016
That does work- it'd be better if it would allow text entry rather than just a drop down list, however.
@Koala: You're absolutely right. Edited the title to better reflect the changes in the VR space.
Z-boson: Due to how the game handles the player camera and the game world, the first person view model and third person view model are one and the same. To put in a higher resolution first person model would likely call for a total revamp of how they handle networking clients and the server, as well as the game space itself. As it is, making a higer resolution first person model isn't feasible, especially not this close to launch.
Acat0970: I mean no discredit to your experiences and your service and I have nothing but respect for what you have done, but the desire for Oculus Rift support isn't for a "cool" factor as it is more immersion. One could argue that the desire for immersion is a way to tap closer to those feelings of being in combat that you would otherwise not feel, playing in a disconnected manner via a standard monitor screen. It's an attempt to tie closer to reality. It's not perfect, due to ARMA3 being first and foremost a video game, but it's a step.
That interview makes me quite happy~
Here's hoping to see some form of integration in the future!
Colossus- I can understand where you are coming from, but in order for VR to get out of being just a "gimmick", it needs to be adopted. The Oculus Rift has already been taken on by many developers, and many more are asking for an SDK. A new technology can only become widespread if it is taken in and utilized.
Susu is right- John Carmack had in-house development of VR in Id for years, but he shot down many proposals himself. Once he saw the Oculus Rift, he saw its potential, and offered his support for it. The third party support for it is also phenomenal, with companies working hard to integrate it. NaturalPoint has had a bad reputation for being very closed with the TrackIR's integration- one of the reasons why the FreeTrack protocol was integrated in ARMA2 and onward, and why the list of games it supports is so small.
The Oculus Rift is aiming for a wide market, and its wide acceptance by developers from the get-go is unlike what I've ever seen before, for peripherals. I believe it would be wise for Bohemia to integrate the Oculus Rift, since, certainly, a large number of people will buy the game for the sake of the Oculus Rift experience alone.
As it is, integration does not seem to be a significantly complex process. The SDK already provides much of the code and shaders necessary to make it work. With headtracking protocols already in ARMA's engine, all that would be needed is the graphical component of the Oculus Rift.
Thanks for putting forth a good argument, Traxus. It's generating a good amount of discussion (not flaming, yay!) in regards to this tech, which is good!
I agree, the weight distribution is definitely a thing that could hinder the OR's usability. From what I've seen, though, slipping does not seem to be an issue. Of course, I haven't seen many OR gameplay sessions last more than an hour, so, it may be something that only arises as time passes.
I do intend on getting an OR dev kit, paycheck permitting, and I'll be more than happy to look into its potential usability, come the future, in regards to this ticket.
I have to agree with wuffman to a point-
We're not going to be able to convince people to support the Oculus Rift by essentially making a vitriolic statement on their keyboard ability. Even me, who's been touch-typing for a very long time, still needs to glance at the keyboard every once in a while, when playing ARMA.
And, besides, I'm certain that the inability to look at keyboards is not what is causing people to vote down on this. Wuffman is right- the person only asked a question, they did not say that they voted down due to the inability to look down on the keyboard. I'm certain that it more comes from the idea that the Oculus Rift will come with some sort of competitive advantage vs. those without the OR. Which, in some ways, makes a small bit of sense- a player with easy to use situational awareness (via TrackIR, FreeTrack, or FaceTrackNoIR) will definitely have an edge in ARMA.
Considering that, though, you wouldn't ask Bohemia to remove support for such peripherals simply due to such advantages. And, besides, a skilled enough player can easily be just as aware as a headtracking player with the Alt+mouse combination.
Essentially, what I'm saying is this- The OR grants just as much competitive advantage as TrackIR, FreeTrack, and FaceTrackNoIR, gives. In fact, it could be argued that due to the lower horizontal resolution that the OR loses out. Oculus Rift support is more to support both the OR team and the BI team, expanding OR's support list as well as having ARMA3 be OR compatible for those interested in giving an ARMA VR experience a spin.
Here to expand upon the whole Oculus Rift deal:
As susu986 said, adding native Oculus support will not hurt anyone. As it is, headtracking solutions such as TrackIR, FreeTrack, and FaceTrackNoIR already exist, so if one is to complain of the advantage headtrack support grants... it's already there.
Now, on top of the headtrack support, the Oculus Rift provides a more immersive, wrapping field of view. Here's the thing though- that touted 110 degrees diagonal field of view? From my research on the OR, it's mainly immersive. It does not add much in terms of being a better player. In fact, one could argue that the OR actually somewhat hinders your abilities, what with the inability to look at your keyboard (I've been a long time PC gamer, and a very capable touch typer, but even then I still need to look at the keyboard for ARMA play), the need to adjust to a new interface, etc.
What we are going for here is an immersive experience. The ability to, as the OR creator Palmer Lucky said, "plug into the matrix". ARMA is a simulator, and the closer we can get to having it feel like the real deal, I'd say, the better.
There's also the benefit of expanding the Oculus Rift game base. As from my observations, the reason why new tech does not get rolling is due to a lack of support. The Oculus Rift is already years ahead of interfaces such as the P5 glove, the Razer Hydra, and many others, simply because so many developers want to support it.
ARMA has already been remarked for being a very pretty game. Adding OR support would be a benefit for both sides- OR gets more game support, and ARMA now has another, very attractive bullet point, for people to buy the game.
Okay, Oculus Rift flailing over.
May 9 2016
Actually, the best way to fix this is to add a "helipad" unit in the game world that is basically tell the heli where to land. The heli will land there when the transport unload waypoint is nearby it.
Woo! It's been assigned!!
I support the idea of a crtl+V climbing feature. Crtl is already used as a modifier for stances- adding such a crtl+V move for climbing would be a natural extension of its usage.
I agree with this. The helo showcase was difficult to accomplish due to the pin-point accuracy of the machine gun. A degree of shot dispersion would up the realism as well as make it more reasonable to use.
Don't see any mention of ambient occlusion.
Ambient Occlusion is also another post-processing option that should be adjustable. Its a subtle thing that adds a lot to the scene when used properly, but can also be incredibly intensive, depending on how refined it is.
I'm pretty certain that ARMA3 uses Screen Space Ambient Occlusion (SSAO). More options such as Horizon Based AO (HBAO) and High Definition AO (HDAO) might be well appreciated, if (possibly) difficult to integrate, if the engine's handling of AO is already hard coded in.
I support the idea of a stance indicator. I am one for high degrees of realism in ARMA, but a degree of abstraction is needed due to the lack of real life feedback.
Also, the game tends to overkill with the bloom. It either needs to be scaled back, refined, or just removed.
A separate options for each post processing effect would definitely be great. Would allow players to pick and choose what they want.
Things that come to mind are:
Depth of field
Screen Space Ambient Occlusion (not sure if RV4 supports this)
Motion blur
HDR would often go under PP, but that already has its own deal.
Motion blur is handled by the post processing option under the video menu. There is no islated motion blur option. It is handled by an encompassing "post processing" selection.
The problem seems to happen occasionally, regardless whether the player is on flat terrain or sloped.