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Support for AuraVisor

Posted: Tue Sep 16, 2014 10:02 pm
by Landman
From post: 173176, Topic: tid=11212, author=norc wrote:Just got my DK2 ... love it so far.

Not convinced on purchasing VorpX however... has anyone tried this or is anyone using any other way to use the rift with Evochron?
You can utilize Tridef 3D to setup a profile for EM.

I haven't got an Occulus but I do have a DIY VR Kit, which I think is better than the DK2 at the moment. It has improved latency and resolution over the DK 2. But not the same head tracking capabilities (Can't tilt my head left or right).

Experiments with the EM demo worked pretty well for me when using Tridef 3D. Let me know if you need a hand. :)

Landman

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Posted: Wed Oct 08, 2014 10:08 pm
by norc
I ended up getting VorpX which has been a rather average experience with the exception of a couple of games.

Would be great if this game had Oculus Rift support. Its the only reason I am considering getting Elite Dangerous as they have native DK2 support already.

I'd be more than happy to be a beta tester if it was added to Evochron :D

Support for AuraVisor

Posted: Fri Oct 10, 2014 9:16 am
by raron
From post: 173639, Topic: tid=11212, author=norc wrote:I ended up getting VorpX which has been a rather average experience with the exception of a couple of games.

Would be great if this game had Oculus Rift support. Its the only reason I am considering getting Elite Dangerous as they have native DK2 support already.

I'd be more than happy to be a beta tester if it was added to Evochron :D
Same here about vorpX. Also, ofc I too am very interested in Oculus for Evochron Mercenary.

I finally got my DK2 to work, and I've only briefly tried it with Evochron (via vorpX), but the FOV is wrong, as in zoomed in too much. There is the middle-mouseclick look-around mode that kind of works better, but it's not really ment for that (it's ment to look around in menues etc, and that works pretty well), but then you also see the screen borders. Also, I used TrackIR for headtracking, but I guess the DK2's IR lights interfered so there was lots of jittery view turning when I didn't (I guess I could place TrackIR say behind me and make a profile for that, but I don't think I'll try this much as it is now anyway).


Btw, I recently found this fun little space fight demo for Oculus Rift DK2: Darkfield VR. They have a working demo that I've tried a few times. I find it fun just to fly around taking in the scenery, fly into the asteroid cave etc but ofc also cool to play the game. It's really immersive! Some nice little touches too like a few swithces thrown into the cockpit (not clickable though), a helmet that you see from the inside etc. Wearing the Rift you kind of feel that you have a helmet on anyway :) Btw they have a pretty cool aiming method for the guns I think.

Something like this for Evochron would be really awesome!

Support for AuraVisor

Posted: Tue Dec 09, 2014 3:36 am
by norc
Any word on native Oculus Rift based support for Evochron? I have used VorpX and TriDef and the experience is less than stellar.

I did cave and buy Elite Dangerous but honestly, talk about over complicating things. However that being said visually Elite Dangerous is amazing on the DK2.

Support for AuraVisor

Posted: Mon Jan 26, 2015 3:03 am
by d3drocks
As soon as the consumer units are ready, I'm ordering one.

Support for AuraVisor

Posted: Wed Apr 29, 2015 10:07 pm
by Deep Thought
From post: 175116, Topic: tid=11212, author=d3drocks wrote:As soon as the consumer units are ready, I'm ordering one.
Same For me

I am currently useing Nvidia 3D to play some games with

[Edited on 4-29-2015 by Deep Thought]

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Posted: Thu Apr 30, 2015 4:05 pm
by poneytailman
If EM will support it, I will have one.

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Posted: Thu Apr 30, 2015 4:16 pm
by poneytailman
Is anyone using one now in EM?

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Posted: Thu Apr 30, 2015 5:28 pm
by Marvin
I think the question was directed more at any possible new game Vice might decide to develop.

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Posted: Wed May 06, 2015 4:47 pm
by Thoemse
The only reason i found and bought this game is because i read it works with vorpX drivers on the DK2.
As norc said the experience is less than stellar. It also shows that EM is not far from being a very cool rift experience though. If you as the creator work on it i am pretty sure you could make this a terrific VR game.

Space games are perfect for VR.

Please, please do it. :)

Support for AuraVisor

Posted: Fri Jun 12, 2015 10:36 am
by norc
Im still running my Evochron server and hoping that it gets a DK2 release ... I am enjoying Elite with it more now that I got a new joystick (Saitek X52 Pro), but would prefer to be playing Evochron.


Before anyone points it out, yes I know its slack I play a game only because it supports DK2... but space games are perfect for this.

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Posted: Sun Aug 16, 2015 12:16 am
by Skiiwa
Yes.

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Posted: Sun Sep 13, 2015 5:18 am
by ZyborgJames
I'm waiting to see the price point of the consumer version. I would like a VR headset, the Steam/HTC one could be interesting as well.

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Posted: Thu Dec 10, 2015 9:18 pm
by Ohsirus
Just ordered my DK2, should be here soon, Watching players on Elite convinced me to splurge for a bit and I found a guy who made FSX and P3D (Flight sims) work with it.

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Posted: Wed Jan 13, 2016 12:39 am
by Vice
The new game (Evochron Legacy) now has an experimental VR system that supports the Oculus Rift. Not sure if it will become an officially supported option in the game long term or not, but it is now up and running in test form.

If you would like to have a first try at this new system and help test it, you will need the following minimum system requirements:

- Windows Vista, 7, 8.1, or 10.
- Fully DirectX 11 compatible system (including video card, 10 and 10.1 cards not supported).
- Oculus DK2 with the 0.8 runtime installed (0.7 and older not supported).
- High end i7 processor or equivalent.
- 4 GB system memory.

If your system meets these minimums and you'd like try it out, please send a zipped msinfo report on your system to me via e-mail (starwraith.com > contact).

Support for AuraVisor

Posted: Wed Jan 13, 2016 2:14 am
by PaulB
Is it just with this option that DX11 is required?
I thought I read on the Legacy web site that DX9.0E and up was the requirement?
DX10 is not supported?

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Posted: Wed Jan 13, 2016 2:36 am
by Vice
This is only for the Oculus test. DirectX 11 will be required for the VR mode and Oculus Rift support, should it eventually be a supported option at some point. You are correct, the base game will not require it and can run via 9Ex with a SM 3.0, 4.0, or 5.0 compliant video card.

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Posted: Fri Jan 22, 2016 11:03 am
by Fhalo
Any plan to support AuraVisor?

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Posted: Mon Feb 08, 2016 6:14 am
by Percopius
I plan to own the second generation of the best hardware.

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Posted: Sun Mar 13, 2016 10:36 pm
by Kamiyami
I voted no. Unfortunately, I only have one functional eye. I am legally blind and cannot see the third dimension. VR systems like Oculus are designed exclusively for those with 2 equally functioning eyes. Unless they come up with a cure for amblyopia, I'm not a candidate for VR.

Edit: Figured I should add specifically, I was -born- with only one working eye. From digging around the internet, it seems VR works about 80% as well for people who lose sight in one eye, since their brains have compensation mechanisms based off memory. As someone born one-eyed, my brain lacks those compensation mechanics, and as such, VR does little more than give me a lower quality visual experience, and possibly some headaches.

[Edited on 3-13-2016 by Kamiyami]

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Posted: Fri Mar 25, 2016 12:38 pm
by Misunderstood Wookie
I'm getting a rift this year, actually I already drew up a concept for a RIFT only cockpit which has the displays completely moved around so you need the head tracking support to actually look left and right and below to see the standard data like the radar, target display and your own ship info. I'm actually going to mock up a RIFT mesh after I finished the one for the main project if anybody is interested along with a FOV of 100.

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Posted: Sun Apr 03, 2016 3:04 am
by Elvisman
Vive for me.
Too many features Oculus doesn't have.

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Posted: Wed Apr 06, 2016 11:23 am
by GWhipple
I'm more interested in Vive, they (Rift and Vive) seem similar when it comes to hardware, with a few pros to the Vive in my opinion. But it all comes down to software support, and that's too early to say.

I will probably not buy either VR anytime soon cause the price is too high and I think a TrackIR or similar would be a better investment for me.

Also, VR it's cool. But in a game like this, I use the keyboard a lot, if I'm hooked up to a VR headset I will press the wrong keys all the time. ^^

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Posted: Fri Apr 22, 2016 7:07 am
by Slayer
Eventually, yes, after I upgrade my rig and it becomes a bit more affordable.

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Posted: Fri Apr 22, 2016 5:37 pm
by Marvin
From post: 187805, Topic: tid=11212, author=Slayer wrote:Eventually, yes, after I upgrade my rig and it becomes a bit more affordable.
Before you do, you might want to peruse the following thread: http://www.starwraith.com/forum/viewtop ... 9&p=187353

Not just the last post but also the entire topic, including Vice's final post on the subject.