The phone I used is my several years old galaxy s5 that's taken a good few impacts, which may be the reason why I found that the sensors were not quite tracking me as exactly as I would hope, which lead to some slight motion queasyness. I recommend using USB tethering, rather than wireless. I've actually tried both trinus and tridef, but it just didn't quite deliver the way I'd imagined. ![]() Obviously I haven't gotten the chance to try it out yet, but they'll ship me the darn thing some day.Įdit: And if you do try it out, do tell how it goes! RoF should understand freetrack, so it will hopefully be a lot nicer than the 2DOF that Vorpx is giving you (which you'll have to turn off, of course). Set your input to Oculus and your output to freetrack 2.0 enhanced, then check to make sure your mapping is 1:1. If you've got any interest in trying it out, grab opentrack at. Steve - as far as I can tell, opentrack can take Oculus tracking data and give you 6DOF in RoF. I am hopeful that this will be updated to support the new Oculus runtime that was released along with CV1. Right now the most recent Oculus runtime that opentrack supports is 0.8. Not for a little while of course - right now the dev(s) are working hard to support Oculus' new SDK as well as Vive in the first place.Īs to tracking - there is already a program that translates tracking information from the Oculus into a protocol that RoF understands: opentrack. Vorpx does have stereo in a lot of games, and maybe if enough of us send them polite emails requesting that RoF be added to the list, it might happen. The other more obvious issue is that Tridef, like I said, decided not to officially support any HMDs. That might be just because I was running it on my secondary computer, which is a bit dated. One issue with Tridef is that the frame rate dropped to an extreme degree. Of course, I was just gauging that looking at the side by side images on my regular monitor, since I don't have a HMD yet. I downloaded it and the old Oculus driver for it, however, and the stereo 3d looked pretty right in the RoF cockpit. So first we've got to translate the signals from one language to another, so to speak.Īs for stereo, Tridef can render RoF into stereo images, but Tridef made the decision to not support Oculus or other HMDs anymore. HMDs have head tracking, but the protocols they use are different than protocols that RoF understands. VR is still a great experience, my DK2 works well in DCS, you really do feel like you are inside a cockpit.īut the res is poor and spotting targets is nigh on impossible.Īgonythy, you are more or less correct that the HMDs already have head tracking, and so it's just a matter of projecting stereoscopic images, but both of these are not completely straight forward. I sort of hope that as VR starts to mature the 3rd party apps mature as well and give us more scope for legacy games like RoF for real 3D VR. Some Fanboys are saying it is night day better than the DK2, some more objective reviews are saying the screen door effect (where you can see individual pixels) is still there and that the res and panel still needs to be improved. I do have concerns for the Cove as it's res has not significantly improved over the DK2. That lack of 3d lessens the experience and you don't "feel" inside the cockpit. ![]() My experience of it was that it was OK, but the lack of 3D, constantly recentring and the res of the DK1 made it less than ideal. It uses a virtual desktop much like the Vive will and that is how I managed to get it to work in the DK2. Vorpx is a little hit and miss with it's tracking, needing to centre the view often. ![]() I don't see flight sim developers rewritign their producs to be gamepad-controllable just because it's popular hardware. That's basically what Ocullus told 777 (if your heavily optimised custom physics and graphics sim engine is not compatibile with OR it's your fault you should have been making VR game with planes using some common licenced engine like source - it's VR part that counts), and game makers have to make choice between limiting their games to what can be done with HMDs, or dropping HMD support. As with gamepad, your game must be designed to work with head mounted display from ground up (and be limited to what HMDs can do). popular hardware that works well with games written (and having their controls limited) to be playable with gamepad. Not if HMDs become success the way gamepads did. ![]() I only hope they are not staying to another old DirectX version like DCS, but hop direct to DirectX12. If VR is a succes and not ending as 3D, then 1C have to move to a game engine that can handle VR.
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