- User Since
- May 7 2013, 12:47 AM (454 w, 4 d)
May 10 2016
Just give us the basic support. You can enhance it later. :)
PE: We’ve seen how the Oculus Rift works in some games, has Bohemia considered adding support for it since an FPS is the perfect fit for the device?
BI: We have at least one development kit available to us and we agree Arma 3 would fit it very well. One key reason is the full body simulation. We are not using a detached floating camera and when you look down, you see your whole body. This makes it a good match with devices like Oculus Rift. As soon as some of our programmers have time, it’s something we’d like to explore.
Rift got so many best of E3 awards. They showed off the HD screen and committed to the same price and positional tracking. What more do we need to get it supported?!
EVR with the Oculus Rift was PCGamers game of E3.
Here's a direct link.
Arma 3 at 7:20
Looks like 1080P on a 5 inch screen, doubling the PPI from 210 to 440, wasn't so far fetched after all. :)
Looks like someone got Arma 2 to work with the rift. The process is a little complex but at least it works.
Three things on that review were somewhat misleading.
The screen is terrible so this is not a good product.
Yes, it is well known that the screen is not hi resolution but it has also been stated that it is not for consumers to buy and only a dev version. With everything, software support is key and getting the groundwork laid now is critical for its success. They have stated many times that consumers should not buy this version and the consumer version will be at a minimum 1080P. A preview that states the product is bad because of this is missing the point. If people that are unfamiliar with the Rift are being informed to wait for the consumer version that is one thing but to say it is outright bad and can't be fixed is just not accurate. In the end most of us are willing to sacrifice some resolution for more immersion overall.
You need 60 fps minimum and need to render twice as many frames to get 3D.
First, this would not be the first item or game that needed a higher end system to fully support it. Having said that this is also an untrue statement that these are required for the rift. 60 fps is recommended for true immersion but it works below this and many people have reported running it much less with no issues. So to say that if it ran at 60 fps for the whole game but a few times it dips to 40 is a deal breaker is simply wrong.
As for the performance impact this is no different than 3D that is available today without the rift. With that there are two modes you can use. Z Buffer renders a a single view and then modifies it for the second eye. This has on average has a 10% hit to performance and is a viable option for people running a resource intensive game on a lower end system. For less demanding games or ones on higher end systems you can use geometry based instead which renders both eyes separately. This is optional based on the customers system. Turning down the options but getting more immersion would likely be worth it as a worst case.
No positional tracking (6 degrees of freedom)
This again has been mentioned will be in the consumer version. I've used Track IR from the beginning and I remember when it only had 3 degrees of freedom as a production product. Rift will have 6 at launch.
Having said all of that, should everyone go out and buy a dev kit now? No, probably not. It's missing several key things that will make it a comercial success. These are all planned to be fixed and there is no reason to think they wont. Following the mobile phone tech curve is a perfect way to continue to improve the product every year or so which tells us it will keep getting better and better.
A lot has been said about the overhyping of the rift but the truth is it is real people trying it themselves and experiencing a level of immersion that hasn't been possible before even with the less than perfect screen. Imagine how good it will be once those items are improved before launch.
The great news is the dev kits are here and almost all engine companies have committed to support it. If we can get the support in now then when the production equipment is ready we will be set to move into the most exciting thing to happen in gaming in a while. A viable, affordable and fully immersive VR experience that we all have dreamed of.
No head tracking separate from the body, no warping to correct for the lens distortion and worst of all it's not in 3D. It's just two of the same images side by side. Trying crossing your eyes to see the 3D and there isn't any. This is exactly why we need it supported by the engine.
It looks like Simbin is adding it to their racing simulations too.
iRacing, rFactor 2, Project CARS, War Thunder and other Sims have also confirmed that they will support it and are working on it.
I also heard that 1C is looking to add it to IL-2 Sturmovik: Battle of Stalingrad as well. Not to mention all the great kickstater projects.
Let's get this supported in Arma 3!
With the recent announcement of official support of the Oculus Rift by HL2 in addition to TF2 the line up of supported engines is pretty much complete now. The one major engine that is still unkown as far as I'm concerned is the Real Virtuality for Arma 3. Please announce you will be supporting it as well.
Source Engine - Complete
Unreal Engine 3- Complete
Unreal Engine 4- Confirmed
Unity 4 - Complete
CryEngine 3 - Confirmed
iD Tech 4 - Confirmed
iD Tech 5- Confirmed
Forstbite Engine 2 - Planned (Outsourcing the work)
Real Virtuality - Unknown
I added a few screenshots to clarify what I was talking about. Since the rift focuses the eyes to a point in the center with the rest in your peripheral vision, taking a normal view and putting it in the rift has issues with HUDs and FOV. The white circle is the center of your vision and much of the HUD is not easily visible.
For ideal rift support you need several things.
- What I meant by full body support is the ability to see your body when you look down. Looking down and not seeing your legs is not a good feeling. :)
- The HUD needs to be modified or toggled off. You can duplicate a 2D HUD in both eyes but it would feel like it was right in your face since it is 2d and everything else is 3D. It may be hard to even focus on it. The other issue is the resolution would make it hard to read even if you could handle it being 2D. The worst part is based on the screen shot you can see that it isn't even in your field of vision as it is today. I'd be happy to just turn it off. You'd have to count mags just like in real life. The inventory is a bigger issue though.
- The FOV needs to be updated to support around 110 degrees to match the view in the rift.
- Stereo rending as two separate screens based on individual cameras in the game world. You can cheat and display the screen twice as the vireio perception drivers do but in game support would ideally render twice to give full 3D.
5.Head tracking support similar to what the mouse does when you hold the Alt key.
- Options to adjust the warping and separation of the images to adjust for each persons eye difference. Team Fortress 2 has many of these options today so a similar set of options would work.
Much of this is already detailed in the best practices and SDK for the rift. Games like ARMA and DCS seem like perfect candidates for this technology. Pretty much anything that used TrackIR is eligible for this to be a perfect fit.
Susu986: I'm number 49250 so I should be getting mine around the same time. :)
This game is perfect for the rift. Lots of people already use TrackIR for these types of games and the rift seems like a much better option. With the full body support and head movement independent from the body/gun it seems like an easy add. Simple integration is change the command to allow mouse movement to always move independent of the body (left Alt) and to have the rift replace the mouse movement. Add to this the rendering options for the split screens and warping for the lenses and it would be done. Fuller integration would allow turning off the HUD since it will get in the way as a 2D item when using the rift.
I would love a full integration but I'll take what I can get. The more I play ARMA and I look around the cockpit of the helicopter the more I dream of using this with the Rift!