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| Oculus Rift (VR Goggles done right) https://forum.armsinc.ca/viewtopic.php?f=42&t=12005 |
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| Author: | Gordon S. [ Tue Feb 05, 2013 9:52 am ] |
| Post subject: | Oculus Rift (VR Goggles done right) |
These are neat for First Person Shooters and whanot (See: https://www.youtube.com/watch?v=5H2rL-lBxRs) but I'm really interested in these for racing games. To heck with 3-6-15 monitor setups, these would change the way racing games are played! Hands on demo: http://www.youtube.com/watch?v=KBylGcvRuek They're saying they should actually be reasonable cost effective when released. If they get any traction at all I could see at least the sims like iRacing and Project Cars supporting them. |
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| Author: | Jason Smith [ Tue Feb 05, 2013 10:40 am ] |
| Post subject: | Re: Occulus Rift (VR Goggles done right) |
I've been following this for a while now. Yea I'm really excited to see what they can do for sim racing. |
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| Author: | Robert Sinclair [ Tue Feb 05, 2013 10:50 am ] |
| Post subject: | Re: Occulus Rift (VR Goggles done right) |
Looks promising. I would buy one. |
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| Author: | Scott McIntyre [ Tue Feb 05, 2013 11:07 am ] |
| Post subject: | Re: Occulus Rift (VR Goggles done right) |
I remain skeptical. When I'm driving a real car (or in a sim with triple monitors), I move my eyes around much more than my head. Those VR goggle would be more akin to Track IR (head tracking device), which many find to be unnatural. I suspect it would cause you to feel completely disconnected from the car. In driving games the car is stationary on your screen unlike first-person-shooter games where your weapon rotates with your point-of-view. |
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| Author: | Gordon S. [ Tue Feb 05, 2013 11:18 am ] |
| Post subject: | Re: Occulus Rift (VR Goggles done right) |
One of the disconnects that drives me crazy in racing games is the inability to side check to see traffic around me. Personally I find the fixed field of view (Even in a multimonitor setup) very unnatural. Nevermind rally where you spend a lot of time not looking straight though the windshield. I don't see how you could feel more disconnected by being able to look around in in realtime (assuming it lives up to its claims, and its very well reviewed so far). |
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| Author: | Scott McIntyre [ Tue Feb 05, 2013 12:01 pm ] |
| Post subject: | Re: Occulus Rift (VR Goggles done right) |
I'll try to provide some examples to explain my rational... In iRacing, you have the ability to change your viewpoint by holding down a button. The default viewpoint is straight ahead naturally. But your can "look left" or "look right" with the press of a button. Anytime I have used those buttons while driving, it messes up my spacial awareness so much that I nearly crash. I completely loose my bearings. Another example... In the iRacing settings you can adjust you cockpit view to change dynamically in relation to the pitch, roll, and yaw of the car. Moderate values can be helpful to get a feel for what the car is doing. For example, the car will tilt when on a banked corner. The nose will come up when climbing a hill. The car will rotate when in a slide. Etcetera. This is all relative to the car's position on the screen. But when you turn up these settings too high, you loose that physical connection feeling with the car. Instead of feeling like your strapped into a seat bolted firmly to the chassis, it feels like your sitting on a swivel bar stood and it's swiveling around while trying to control the car. It's hard to explain in words, but that's the disconnect I'm referring to. And I imagine that sensation would be all the more exaggerated with VR goggles in a driving sim. |
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| Author: | Jason Smith [ Tue Feb 05, 2013 12:22 pm ] |
| Post subject: | Re: Occulus Rift (VR Goggles done right) |
Scott, any settings you can set with monitors you can probably adjust with the Oculus Rift. I think it's going to be a BIG step forward for all types of games, including racing. Imagine a screen so wide it fills your field of view, and that dips up & down / side to side with the car's movements, but also reacts to your head movements. I think it could be a very intense / immersive experience. |
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| Author: | Scott McIntyre [ Tue Feb 05, 2013 12:35 pm ] |
| Post subject: | Re: Oculus Rift (VR Goggles done right) |
You misinterpreted my meaning. I was not implying that the Oculus Rift could not have said motion effects. I was using said motion effects to illistrate how using VR goggles for virtual driving may be a dizzying experience. In any event, I failed to properly explain my thoughts, so I'll bow out. |
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| Author: | ARedpath [ Tue Feb 05, 2013 5:46 pm ] |
| Post subject: | Re: Oculus Rift (VR Goggles done right) |
As with anything there would be growing pains if this was implemented for a racing sim. I'm sure some people would love it and some hate it, but no matter it would certainly be an interesting experience. I, for one, would love to give this a shot...so many times going side by side into a corner i'd love to glance over to see the other car's position. Also the principle of "look where you want to go" would be so much more intuitive than on a normal set up. I hope this is eventually put into use somehow... |
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