Page 1 of 1

Grimrock + Oculus Rift + Razer Hydra

Posted: Thu Apr 18, 2013 2:43 am
by jznack
Watch this video and tell me it wouldn't be a perfect combo for Grimrock.

https://www.youtube.com/watch?feature=p ... 7IwxUD8N8E

For those of you who aren't aware, the Oculus Rift is a newly released VR head set: http://www.oculusvr.com/
and the Razer Hydra is a 1:1 positional controller peripheral: http://www.razerzone.com/gaming-controllers/razer-hydra

Being able to free look, and interact with the game world would be incredibly immersive, not to mention terrifying.

I've got a hydra on my doorstep and an oculus on it's way.

Does anyone have any idea how difficult this would be to implement? Is it something that could be modded in, or would it require a massive overhaul. I'm guessing a rather large overhaul. If it was an add-on I would gladly pay for it by the way.

:geek:

Re: Grimrock + Oculus Rift + Razer Hydra

Posted: Thu Apr 18, 2013 3:47 pm
by Neikun
Wouldn't you know it, the Oculus guys already inquired about purchasing 7000 licenses.
They must have thought the same thing! =D

Re: Grimrock + Oculus Rift + Razer Hydra

Posted: Thu Apr 18, 2013 4:01 pm
by jznack
Neikun wrote:Wouldn't you know it, the Oculus guys already inquired about purchasing 7000 licenses.
They must have thought the same thing! =D
Are you perhaps referring to this post? viewtopic.php?f=12&t=4407&hilit=oculus

I wonder if the oculus could be made to work with this: http://www.mtbs3d.com/wiki/index.php?title=Vireio

Re: Grimrock + Oculus Rift + Razer Hydra

Posted: Fri Apr 19, 2013 6:03 pm
by FlashSoul
Freelook without free movement would probably feel very awkward. But technically I don't think there should be "a massive overhaul". Well, I don't think geometrical transformations to fit the Oculus' lenses should be that heavy. For the record, Doom 3 BFG's source code has been released and the transformations are probably available somewhere in the renderer's source code.

https://github.com/id-Software/DOOM-3-BFG

However, with that technology, a decent framerate and a fast "frame delivery" (from input reception to display of the frame influenced by the input) is needed. The first can be achieved with just raw power... assuming the fps dependant stuff continues to work well at higher framerate. However, even alien GPU technology wouldn't help the second. It might be that my memories are confused, but I don't recall LoG as being snappy at all on that side. Fixing that would probably need some extensive engine work.

So yeah, I think support for the Oculus could be hacked in fairly easily but that the results would suck.

Re: Grimrock + Oculus Rift + Razer Hydra

Posted: Fri Apr 19, 2013 6:39 pm
by jznack
I think the vireio driver would be enough to handle the display warping and viewpoint duplication.

The only control problem would be the free look button. As a 3d display it should work fine but doing the head tracking for mouse control might be weird since you have to hold a button to enable it. That might really be a problem though. I can't wait to test it out.