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Oculus Rift


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#1 isamu

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Posted Oct 26 2014 - 01:34 AM

Are there any modders out there working on getting Oculus Rift support working with GPL? How's progress on that front?

#2 Cookie

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Posted Oct 26 2014 - 01:49 AM

Yeah, this would be a great step.

But one developer who could do this imo has left the GPL community...

60 is the minimum fps you need to have for OR

#3 Nicolas

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Posted Oct 26 2014 - 01:29 PM

Oculus Rift and DirectX 7 don't go well together, so I wouldn't hope too much.

#4 Pedro

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Posted Oct 27 2014 - 01:18 PM

thats to bad, I had my hope's set on the OR :(

#5 Cookie

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Posted Oct 27 2014 - 02:32 PM

There is still some hope using OpenGL ;)

#6 isamu

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Posted Oct 29 2014 - 05:19 AM

Exactly Cookie,

I'm not ready to write off Rift support for GPL just yet. I'm sure someone out there can develop some sort of patch to get it working with Open GL, or maybe even Direct X 7 for that matter. This is windows. Anything's possible! :D

#7 John Woods

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Posted Oct 29 2014 - 05:51 AM

Tried 3D glasses with Grand Prix Legends years ago.
They seemed to work fine. Guessing from that, GPL is easily ready already, but after a few minutes my eyes and brain hurt severely and I sent them back.
Reading the developer threads on the Rift site noticed there are posts complaining of major eye strain etc which may or may not be a calibration issue.
So just sayin...cool, but maybe not for all until its all worked out..

Edited by John Woods, Oct 29 2014 - 10:36 AM.


#8 maddog

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Posted Oct 29 2014 - 03:13 PM

Eye strain when using shuttered 3D glasses, is most likely caused by the low framerate available to most flatscreen monitors.  The screen needs to refresh at twice the rate it normally would, to avoid flickering at you.  It's the constant flicker which can tire your eyes.  CRT screens were cathode ray contraptions, and could happily refresh faster.  3D Tv screens now available, are also faster.  There are high speed flat screens available, at a higher price, and unless you can dig up an old CRT, that's the way to go with those shuttered glasses.  Oculus Rift does not depend on an external screen, so other factors may be at play.

Edited by maddog, Oct 29 2014 - 04:06 PM.


#9 Mark Jones

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Posted Oct 31 2014 - 12:02 AM

Wow, Oculus Rift in GPL   What a fantastic idea!! In the meantime I might try strapping my monitor to my forehead!

#10 isamu

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Posted Sep 14 2015 - 11:36 PM

View PostJohn Woods, on Oct 29 2014 - 05:51 AM, said:

Tried 3D glasses with Grand Prix Legends years ago.
They seemed to work fine. Guessing from that, GPL is easily ready already, but after a few minutes my eyes and brain hurt severely and I sent them back.
Reading the developer threads on the Rift site noticed there are posts complaining of major eye strain etc which may or may not be a calibration issue.
So just sayin...cool, but maybe not for all until its all worked out..


CV1 has higher resolution so it may not suffer from these issues.

#11 John Woods

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Posted Oct 04 2015 - 09:00 AM

Review of Oculus Rift vs. HTC Vive includes the following:

"Both headsets have very similar displays, featuring 2160 x 1200 resolutions (1080 x 1200 for each eye) and 90Hz refresh rates. That latter statistic ensures that frame rate is high enough to prevent sickness and ensure that the Rift and Vive each present a smooth experience."

...GPL 90Hz Refresh Rate Patch?

http://www.pocket-li...ead-at-gamescom


Virtual reality headset plus No Letterbox Patch plus 90Hz Patch = good to go?

Edited by John Woods, Oct 07 2015 - 04:50 AM.


#12 Iestyn16

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Posted Oct 15 2015 - 04:54 PM

What about 180 Hz? That's 5 x 36 and 3 x 60. 90 would be 2.5 x 36 and 1.5 x 60.

#13 Brett77

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Posted Oct 15 2015 - 10:22 PM

Naively speaking,.. is there any way to port GPL to N2003?

It would seem to release many of the limitations without reworking what has been done...

Or vice versa, bringing the further developed elements from NR2003 to GPL's code..

I'm no where near knowing... but just a thought..

#14 isamu

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Posted Oct 20 2015 - 05:17 AM

Hmmmmm........

#15 PTRACER

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Posted Oct 21 2015 - 07:25 PM

View PostBrett77, on Oct 15 2015 - 10:22 PM, said:

Naively speaking,.. is there any way to port GPL to N2003?

It would seem to release many of the limitations without reworking what has been done...

Or vice versa, bringing the further developed elements from NR2003 to GPL's code..

I'm no where near knowing... but just a thought..

I remember people requesting this back in the day and people said there was no way it would ever be possible. No one at that time envisaged we'd be able to crack the physics and develop patches either though!

#16 Fat Rich

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Posted Oct 29 2015 - 06:03 AM

I've only had a quick go with the Occulus Rift, initially I was very disappointed with the resolution... triple screens are so much sharper and easier to see braking points, apexes etc.

But then the more I moved my head around and the perspective changed properly in 3D, the ability to look around anywhere in a natural way, and just the immersion of it all was fantastic. It's definitely the future of gaming, although one of my friends tried it for 10 minutes and was really ill for the rest of the afternoon :blink:  :yuk: :faint:

Another problem is that you can't see anything while you're wearing it, not too much of a problem if your H shifter always stays in the same place, but if you've got button boxes.... forget it! It can be a bit disorientating when the steering wheel and shifter are in one place in the game, and a different place in real life :)

I reckon there's probably no rush to try to convert GPL, the Occulus Development software seems to keep changing which means game developers keep having to rewrite their code, presumably this won't be a problem once the device is officially launched. Plus there are other competitors coming sometime too which may complicate things.

Edited by Fat Rich, Oct 29 2015 - 06:05 AM.


#17 Rudolf Goertz

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Posted Nov 13 2015 - 05:38 AM

I had to creat a store for a Samsung VR which is quite similar to the Occulus Rift and I cannot imagine how this should work in GPL and I don't think it would make much sense.
I don't even think it would look good with all the 2d graphics in GPL. I always liked the often good looking 2d mips which look so different to polygons. Especially with newer hardware and the ability to use higher res mips. That give GPL something special. It sometimes looks less artificial (very paradoxical...)

#18 isamu

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Posted Jan 09 2016 - 06:34 AM

Welp, the price for the Rift was announced on Wednesday. $599USD. Anyone getting one?

#19 Fat Rich

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Posted Jan 09 2016 - 06:45 AM

I'll probably get one but I'm not going to rush into it. I reckon I'll only use the Rift for Assetto Corsa and Dirt Rally, fun games but I don't play them a huge amount.

I reckon there will be bugs and glitches to be ironed out when it releases, the price will probably drop after a few months plus it'll have some competition from other VR headsets fairly soon too.

Also with the new seriously wide and seriously curved gaming monitors coming out at the moment, it's an interesting time for sim racers :)

#20 M Needforspeed

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Posted Mar 12 2018 - 01:27 PM

Is there any news about VR headset and compatibility for GPL ?

thank you




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