IL-2 Sturmovik and Oculus Rift
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Mechwarriors, Descents, Freelancers - anything where your in game "avatar" isn't tied to the camera can benefit immensely from the technology.
You can buy the original games from gog.com and then download the updated clients for D1/D2 from http://www.dxx-rebirth.com/ or find the patches for D3 via the links at http://descentbb.net/viewtopic.php?f=1&t=4953 . There's a game tracker at http://www.descent-servers.net/ and built-in trackers in D1 and D2.
Some groups that are still active include http://descentrangers.com/Home/Index (primarily D2 and D1 team play), http://rbb.ripteam.com/ (D3 teams), and http://descentchampions.org/ (a 1v1 ladder for mostly D1).
You can find other Descent pilots on facebook at https://www.facebook.com/groups/descentpilots/ , https://www.facebook.com/groups/kalikahn/ , and https://www.facebook.com/groups/583400181716926/ .
Disclosure: I am one of the founders/administrators of the Descent Champions Ladder.
The Descent1/2 source is freely available, so some brave soul will probably add Rift support.
Coincidentally the second game I tried with it that day was Mechwarrior 2.
I sold mine. In 5 years, maybe I'll try again. It needs 2-3 generations of improvement, at least, before it's suitable for development work. Currently, the resolution is so bad you can't even display legible text within the 3d world.
By all accounts, the HD prototype that's floating around looks really, really swell.
I agree that it needs a couple of generations of improvement before it becomes useful for text. And if you check the specs of the "HD" version it's not going to be sufficiently improved to make the difference.
It's not that farfetched to imagine a future where plenty of programmers sit 'jacked' in, into an Oculus Rift to code.
Life imitates art. Sadly, William Gibson novels may seem less beautifully strange to future generations. ;)
> But his real reason for being in Flatland is that Hiro Protagonist, last of the freelance hackers, is hacking. And when hackers are hacking, they don't mess around with the superficial world of Metaverses and avatars. They descend below this surface layer and into the netherworld of code and tangled nam-shubs that supports it, where everything that you see in the Metaverse, no matter how lifelike and beautiful and three-dimensional, reduces to a simple text file: a series of letters on an electronic page. It is a throwback to the days when people programmed computers through primitive teletypes and IBM punch cards. Since then, pretty and user-friendly programming tools have been developed. It's possible to program a computer now by sitting at your desk in the Metaverse and manually connecting little preprogrammed units, like Tinkertoys. But a real hacker would never use such techniques, any more than a master auto mechanic would try to fix a car by sliding in behind the steering wheel and watching the idiot lights on the dashboard.
In the end it looks like good ol' 1981-era IBM PC 320x200 CGA graphics - and if you do the math on the pixel size you'll see that's about the same angular pixel density.
Add to that 2x or 4x (4k) the resolution, and you're going to need really powerful hardware and very fast cables. HDMI 2.0 and Thunderbolt 2.0 barely support 4k @ 60 FPS, but I suppose that's getting pretty close. There are probably other bottlenecks, though.
reducing latency doesn't make aim easier, it makes prediction easier. aiming is pointing at the right pixel at a given moment. since i figure there can be confusion, i put quotes on "aim", too.
if you were playing FPS at a high level you'd also probably make the difference between prediction and aim itself, because they're 2 different skills that you train differently.
my words were actually too exact for your sake, ironically - and not actually rude but honest.
So, now that you have been, I'll just let you know that you, sir, are just a random asshole. (note: i still have my facts exactly right)
Excuse me? I didn't threaten you in the least.
> reducing latency doesn't make aim easier, it makes prediction easier. aiming is pointing at the right pixel at a given moment. since i figure there can be confusion, i put quotes on "aim", too.
> if you were playing FPS at a high level you'd also probably make the difference between prediction and aim itself, because they're 2 different skills that you train differently.
I have repeatedly heard/read high-level TF2 players describe 120Hz as improving their 'aim' - their choice of words. This applies to hitscan as well as projectile aim, and most certainly includes flick hitscan aim, where any kind of prediction is at a minimum. While we're at it, here's a Q3 professional http://www.stermy.com/shoutbox.php :
> Yes, 120hz LCD are WAY better than 75hz LCDs and will improve your aim/accuracy quite alot.
On the other side, I think I've yet to see an FPS pro refer to 120Hz as improving 'prediction' as such (though no doubt it does).
At the moment, the dev kit Rift's low resolution is not quite suitable for serious text editing. Also, we are clearly going to eventually want free-floating windows instead of Deskope's side-by-side desktops. But, it's a start and moving forward the path to near-future VR desktops is pretty much clear.
With one huge virtual display I'd be able to see where things are out of the corner of my eye or with a quick glance.
To bad Rift for now is focused on Windows for now, I'd love to see a Compiz DE make use of this.
When the first generation of a technology looks this good, it really makes you excited for the 2nd and 3rd generation.
It took the right technology (low-power SoCs that are nevertheless fast enough for desktop PC level UI performance, better batteries, compact capacitive touch screens, SSDs – and all that together at the price of a budget PC) plus the right software (not just a desktop OS) to make it work.
It seems and I hope we are at a similar point with VR. The tech is finally good and cheap enough, plus the software mature enough to allow developers easy integration.
Hopefully it will work out.
(Also relevant: The Hype Cycle. http://en.wikipedia.org/wiki/Hype_cycle But I’m never sure how much confirmation bias is in that way of seeing the world – but it seems to apply to a great many things.)
Talking with other people, they said that a side effect of this process was that the electrodes kind've hurt, and none of them would do it again.
The current head tracking solutions like TrackIR actually make it pretty hard to flip switches on the sides of the cockpit because they drastically exaggerate your head movements.
So I could see Oculus Rift working pretty okay for these. For the ones where I'd still need a keyboard, I could probably hit the right key most of the time without looking, or so I'd like to think.
This article hit the nail on the head when he stated that the Rift is already a perfect fit for simulator games.
In a game where you are strapped into a seat, you don't have that problem. You remain seated in your chair at home and remain seated in game, so everything works great. The Sixense Hydra controllers, or similar, could probably be great for manipulating switches and leavers in your cockpit.
And Euro Truck Simulator 2 has Rift support!
The whole spectrum of wheeled vehicles is covered by the Rift.
Tame video https://www.youtube.com/watch?v=7bytIGCeGxo but I would not call it SFW. Search youtube for Hydradeck oculus rift for a large collection of vids, most are very safe for work.
That said, regardless, space sims are going to be insanely awesome. I'm looking at you, Star Citizen.
Mind you, it seems that's partly because TrackIR's manufacturers NaturalPoint had trouble attracting support from FPS developers. From the guy who was apparently product manager for NaturalPoint http://forum.il2sturmovik.com/topic/385-oculus-rift-headtrac... :
> Thanks for the kind words. My larger point is that they have already won the battle, whereas NP and TrackIR only conquered one genre - flight-sim. OR doesn't really need the sim community, unless it completely flops with shooters. We make up less than 1% of gamers. I'm more sensitive to this stuff because I was in charge of TrackIR business development while I was at NP and I mainly left because I could not crack the shooter genre. It was really frustrating and I remember all these shooter devs and engine devs (including Gabe Newell when I showed him our mod for HL2 with head tracking)) laughing at me when I explained how cool TrackIR was and what it could do. They ALL told me it was a cheat and they would never take the time to implement special code to support a 3rd party device outside of a mouse and keyboard. Drives me nuts. What made them change their mind? The stupid screen? Weird.
At first, the motion scaling and latency are awkward, but you still use it just because it frees up your hands.
After a few hours, though, you adjust to it, and it feels natural and immersive, like you're actually looking around outside.
For simulation games, head tracking is less important than having a joystick, but only just.
The last few days I've been having an absolute blast playing Half Life 2. Hands down the best experience I've had in the Rift so far. While some say FPS are a difficult fit for head tracking I'm finding it to be very natural/immersive.
And this is all with the first generation low-res dev kit so I'm really excited to see what next generations bring.