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dzuari

Oculus Rift for SA?

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http://www.oculusvr.com

So the rift developer version should be shipping out within the coming weeks to the kick starter backers and u can preorder one now for $300 with a lead time of 2-3 months.

I'm personally super excited to see people reviewing the rift on games not built for it and having it's own accelerometers for head tracking is very enticing for Arma because I love my IRtracker5 but having a screen fixed to where ever I look would be awesome.

So, Have the developers made any statements on if they are looking to integrate the 3D capabilities(not head tracking) on the oculus into dayZ?

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Rockets commented on how awesome it is a few times, so it will likely be supported at some point.

Q: Will DayZ be Oculus Rift or TrackIR supported?'

A: Well I met the Oculus Rift guys at Pax West and tried it out and it was freaking awesome. They were big fans of DayZ and ArmA so we want to do everything we can to ensure that happens. However, ArmA and DayZ suffer from a very complex entity so achieving a locked framerate at 60FPS is very difficult because you can't guarantee what is going to happen and you need that constant 60FPS to make the Occulus Rift work. So the challenge isn't to technically support it (because we already do support TrackIR), the challenge is optimising the game. You don't want to optimise too early so we need to do all the innovation and then we do a lot of optimisation so we will see how it goes, but we love it and having played with the Occulus Rift myself I can hands down say that it will make DayZ a thousand times better and that's not an exaggeration. I don't know how many people have tried the Occulus Rift but if you get the chance to then do it but like I say we are going to have to do a lot of optimisation.

http://dayzmod.com/f...am-with-rocket/

Occulus Rift is awesome, want to support it - but we need 60fps constant in order to achieve that. That's hard for any PC title but we'd love to meet that goal (on a high end PC at least)
http://www.reddit.co...rom_dayzmod_to/
DayZ standalone support for #OculusRift?

#OculusRift was freaking amazing. Like, seriously. So I hope so

http://twitter.com/r...707212895031297

Edited by smasht_AU

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Thanks,

Now is that 60fps for the 3D capability only? I wonder if you could use one just as a regular screen without the 3D? If not it looks like I'll be buying duel GTX titans :/

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Let's wait or a more advanced product first...and wait until they have stable 60 fps for the game or it will be a useless gadget.

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Thanks,

Now is that 60fps for the 3D capability only? I wonder if you could use one just as a regular screen without the 3D? If not it looks like I'll be buying duel GTX titans :/

I've just gotten my rift dev kit and have been mucking around a lot with it.

The stereo-3D works using side-by-side rendering (left side of the screen is seen by left eye, right side by right eye) so there's no frame-rate requriement for stereo-3D. The 3D effect would look fine at 15fps ;)

Of course, rendering everything twice (once for each eye) is going to hurt your fps, so they could always include an option to display the same picture in both eyes if your GPU isn't up to the task.

The recommendation for 60fps is mostly for the head-tracking.

I've been using a TrackIR5 in Arma for years, which is an existing head-tracker, and with it, I've never had any problems using it at low frame-rates.

However, the oculus is very different. Because of it's huge field of view and stereo vision, when you put it on, you really do feel like you're in another place suddenly! When you add head-tracking to this, any amount of latency at all makes you feel sick. When you use it at 60fps, you can look around in these virtual worlds as if they are real, you move your head, and you can see new stuff...

But when the game is running at 30fps, you move your head, and there's a barely-noticable delay in your vision catching up with the movement. It's very subtle, but after a few minutes, your brain decides that you've been poisoned, and will make you feel nauseous in an attempt to get rid of the "poison" for anywhere from a few minutes to a few days, depending on the person.

It's not pleasant. In my first day of experimenting with it, I gave myself "sea sickness" that lasted for about 12 hours, despite never having motion sickness from games ever in the past.

I've never had these problems with the TrackIR, because the experience of using head-tracking on a monitor is still very non-real, just like gaming always has been. Your brain isn't fooled by it.

But the oculus really does start to fool your brain into thinking you're in a real place, and if you don't fool it well enough, you may be sick (depending on your tolerance to sea sickness).

P.S. this gadget is amazing. When the consumer version comes out, and when games start to support it, I'd definitely recommend getting one.

Edited by ActionMan

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