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Virtual Reality and Squad

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I'm curious to know if anyone has tried the Oculus with Squad? Or if that is even possible at this current stage? Also since the future of gaming is coming ever closer to virtual reality and full immersion, will squad become compatible with VR headsets and other equipment upon full release. All thoughts and ideas are welcome and appreciated.

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Now implement Free Aim / Deadzone and we're done!

 

I doesn't seem like it would be that hard to implement, seeing as Unreal Engine 4.9 has some support for VR already built-in. I'm planning to buy the Oculus Rift, so I'd certainly love to see this feature.

 

Something I'd also love to see was if they got the VR controllers (i.e Oculus Touch) working. Imagine being able to grab your sidearm by i.e reaching for your right hip or being able to throw a grenade to one of your sides while you are sprinting.

 

I guess some gameplay details of the game should be changed if you use something like this. ADS doesn't exist in VR, so you'd probably have to a system which gradually increases your accuracy depending on your current movement speed and how close your iron-sights / scope is to your head. The weapon is no longer fixed to aim at the center of your screen, but is now tied to your hands. (This way you can aim to the sides without actually looking there). Crouching and proning could be controlled by pressing A+Y at once (Short for crouch, long for prone. Something like MGS5). There's lots of opportunities.

I guess one problem by using the controllers is if you are getting some sort of advantage. Still, certainly would love it! The more immersion, the better!

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Didn't know what your talkin' about,to be honest(to Old Skool),what is the if's & but's on this VR thingy!?.

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Squad + VR = Epicness

 

I would love this if, as Didgy said above, it can be balanced so there is no advantage/disadvantage depending on if you play with VR or not.

 

It would be really interesting to hear the devs opinion on potential VR support in the future!

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Didn't know what your talkin' about,to be honest(to Old Skool),what is the if's & but's on this VR thingy!?.

 

it´s to new, give it a gen or two. haven't tried it but that's the feeling i get from watching it.

 

 

 

 

 

 

They are mentioning support for it or at least its discussed in a interview somewhere on youtube

found it; https://youtu.be/LMJEt39l1FU?t=10m42s

Edited by ButterflyCar

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I have used Oculus Thrift (google cardboard) and the concept is pretty awesome, unfortunatley a cellphone tethered with USB3 doesn't have the bandwidth to push out super high HD graphics like the oculus rift does. but I played minecraft in virtual reality at a lower resolution and it felt cool as hell.

if anyone wants to experiment with it I highly reccomend getting google cardboard (can buy em for like $3 online) or I myself have a plastic version of it called a Color Cross,
Works awesome.

I will also def be getting an oculus rift on launch day, from the gameplay ive seen it is going to be awesome.



unrelated... porn on the google cardboard is pretty much the greatest thing ever...

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I heard these things can make you feel nauseous.

 

I'm old school..plain old monitor and mouse. I don't even use my TrackIR except with flight sims.

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Someone tested it month ago (not official)

 

 

 

hmmm. not to good really, imo.

 

some really nasty blurring and seperation of colours at extremities and the close-in depth has far too much angular seperation as well. not nice at all, but the potential is there of course.

once they can get eye tracking to work then hook that into your POV in the game engine, we will have a really good, focally adaptive system.

 

worse than playing GT6 on the PS with 3Dglasses, and that was pretty average.

 

we will have natural 3D screens soon, which will be orsim!

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Vr is not at a level that is ready yet and I did not really want to say that but it is true, I have an oculus DK2 and FPS games make you feel sick when moving round I have spent the last 8 weeks testing all demos and any games that worked in 3d on the rift  and have conclouded that the only games i can play with no VR sickness is racing games where you are static.

 

on the UE4 yes it supports it out the box simple code to adjust the character to suit and add options in the engine.ini and it is sorted I have played about in the UE4 looks great but untill it is sorted don't think ill use it unless it is for racing, the Vive on the other hand seems to be better and less prone to make you feel sick so hope the CV1 from oculus will be better than DK2 or it won't do well.

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Yes that's my impression to after watching a lot of videos, that's why I said to early.

Gen 2 or 3 will probably work better for fps.

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Chromactic Aberration and Lens Distortion are commom effects that happens to ALL lens, including our eyes lens.

In VR each eye have its own feed and they are blended together by the brain. I have a fairly suspiction that the "prisma effect" (lets call this way, is more easier to understand) on the border of the image will not be a problem in VR.

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Vr is not at a level that is ready yet and I did not really want to say that but it is true, I have an oculus DK2 and FPS games make you feel sick when moving round I have spent the last 8 weeks testing all demos and any games that worked in 3d on the rift  and have conclouded that the only games i can play with no VR sickness is racing games where you are static.

 

on the UE4 yes it supports it out the box simple code to adjust the character to suit and add options in the engine.ini and it is sorted I have played about in the UE4 looks great but untill it is sorted don't think ill use it unless it is for racing, the Vive on the other hand seems to be better and less prone to make you feel sick so hope the CV1 from oculus will be better than DK2 or it won't do well.

Dk2 Resolution: 1920 x 1080 75hz refresh rate

Consumer Res: 2160 x 1200 90hz refresh rate

The consumer model also has 360 positional tracking,

I think any motion sickness etc will be solved with these changes and it will just feel better all around.

I feel like the consumer model is actually going to be awesome since it was actually designed for consumers, unlike the dev kit which was designed for developers to start programming games to be compatible with them, It was never designed for consumers to purchase themselves and play games on for hours at a time.

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Vr is not at a level that is ready yet and I did not really want to say that but it is true, I have an oculus DK2 and FPS games make you feel sick when moving round I have spent the last 8 weeks testing all demos and any games that worked in 3d on the rift  and have conclouded that the only games i can play with no VR sickness is racing games where you are static.

 

"VR is not ready yet" isn't really a valid argument. First of all, no VR headsets made by the bigger brands (i.e HTC and Oculus) have been released for consumers yet. You can't base your argument on the fact that the Oculus Rift DK2 makes you motion-sick in FPS when the DK2 is in fact a Development Kit. It wasn't made to provide a satisfactory experience, and certainly not to be used for more than a few minutes at a time. It's already been confirmed that the issue of motion sickness in VR has been largely reduced in the consumer version of Oculus Rift and HTC Vive. The head-tracking response time has been greatly improved, and the new six-axis headtracking helps alot.

Second of all, even though it might not be as great as it can be at the moment it doesn't mean the Squad developers shouldn't implement the technology. VR is only getting better and making your game VR-compatible is future-proofing. Which is good.

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unrelated... porn on the google cardboard is pretty much the greatest thing ever...

 

:lol:

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This would be so cool, running around with a VR tool would make this game great.

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"VR is not ready yet" isn't really a valid argument. First of all, no VR headsets made by the bigger brands (i.e HTC and Oculus) have been released for consumers yet. You can't base your argument on the fact that the Oculus Rift DK2 makes you motion-sick in FPS when the DK2 is in fact a Development Kit. It wasn't made to provide a satisfactory experience, and certainly not to be used for more than a few minutes at a time. It's already been confirmed that the issue of motion sickness in VR has been largely reduced in the consumer version of Oculus Rift and HTC Vive. The head-tracking response time has been greatly improved, and the new six-axis headtracking helps alot.

Second of all, even though it might not be as great as it can be at the moment it doesn't mean the Squad developers shouldn't implement the technology. VR is only getting better and making your game VR-compatible is future-proofing. Which is good.

Yes I really hope that the consumer version will be god. It's just that it's fresh technology and you will probably find bugs and faults when you used it for a year.

Hence why I rather wait for gen 2 or 3.

But I will probably end up with in 6 months of release cus I really think it will be the future of gaming.

And of course i hope for it in squad, I can just imagine the immersion.

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Guys i've been using the dk2 all week, online and off with squad. If theres one thing i can certainley say its that the game really only needs little amounts of work to make it very fluent. As soon as free aim is implemented, i cant see any reason why I wont play with it exclusively. I need to figure out how to record a few minutes of play from the rift perspective and i'll post some of the best moments.

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Guys i've been using the dk2 all week, online and off with squad. If theres one thing i can certainley say its that the game really only needs little amounts of work to make it very fluent. As soon as free aim is implemented, i cant see any reason why I wont play with it exclusively. I need to figure out how to record a few minutes of play from the rift perspective and i'll post some of the best moments.

 

I would love to see some online gameplay using the rift :)

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"VR is not ready yet" isn't really a valid argument. First of all, no VR headsets made by the bigger brands (i.e HTC and Oculus) have been released for consumers yet. You can't base your argument on the fact that the Oculus Rift DK2 makes you motion-sick in FPS when the DK2 is in fact a Development Kit. It wasn't made to provide a satisfactory experience, and certainly not to be used for more than a few minutes at a time. It's already been confirmed that the issue of motion sickness in VR has been largely reduced in the consumer version of Oculus Rift and HTC Vive. The head-tracking response time has been greatly improved, and the new six-axis headtracking helps alot.

Second of all, even though it might not be as great as it can be at the moment it doesn't mean the Squad developers shouldn't implement the technology. VR is only getting better and making your game VR-compatible is future-proofing. Which is good.

Hi Digy take a look on the oculus forums it backs up what I say by many that use it, it is as simple as that yes future generations may well suit better to our bodys and that is what you have to do at present train your self to be able to sit on the oculus for hours, as just after a little while it makes many people feel ill devs included and as soo as you do feel ill you have to get out or it makes every time you put it back on harder to use so you have to condition your self, fps on the DK2 is 75fps the CV1 is more and has better res I hope it gets there fast but ever the oculus guys are not 100%

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I've never understood the whole motion sickness thing, i guess i get that some people can be really susceptible to that kind of thing. But for me with my DK2 i'm running around on mirrors edge, sliding, zip lining, doing flips and shit and never once have a felt ill... I do agree though that for squad to work free look would have to be implemented, using your head to aim is just too unnatural the only shooter i could use it on was arma 3 and that was purely down to the free look options, although FOV was always super weird in arma with the rift on.  

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Hi Digy take a look on the oculus forums it backs up what I say by many that use it, it is as simple as that yes future generations may well suit better to our bodys and that is what you have to do at present train your self to be able to sit on the oculus for hours, as just after a little while it makes many people feel ill devs included and as soo as you do feel ill you have to get out or it makes every time you put it back on harder to use so you have to condition your self, fps on the DK2 is 75fps the CV1 is more and has better res I hope it gets there fast but ever the oculus guys are not 100%

 

I am not quite sure what your point is here. I completely agree that as of now VR isn't good enough to be used for hours at a time and I am aware that many users suffer motion-sickness, I believe you are absolutely right.

 

My point is that this shouldn't be an argument as to not implement it in Squad, seeing as when Squad is released as a finished game the Oculus Rift Consumer Version 1 and the HTC Vive will have been released. (And development of the next generation of VR has most likely been started). I'm pretty sure you can't say anything about how Consumer Version 1 also makes you very motion-sick, as hardly anyone has tried it yet. Oculus have stated that much of the motion-sickness issue has been resolved in CV1, and I believe them.

 

But still, I completely agree with you. As of now, the Development Kit 2 is not suitable for being used several hours at a time.

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