cageymaru

Fully [H]
Joined
Apr 10, 2003
Messages
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The first DiRT Rally game had a wonderfully immersive VR mode that added layers of suspense, concentration, and genuine fear to the already challenging racing game. A few days ago a Codemaster's spokesperson was asked if VR was a planned option for the upcoming sequel called DiRT Rally 2.0. Christina McGrath had this to say, "We're focusing on making the core game experience before launch - and after that, if there is demand from our community, then we'll explore the possibility." This has prompted the VR community at the Oculus subreddit to launch a Change.org petition to bring awareness to Codemasters that the community really wants VR added to the title.

I couldn't imagine playing DiRT Rally on a regular monitor again after experiencing it in VR. Virtual reality gives you that sense of realism that a monitor just can't do. Being able to turn your head and look out of your car's window to gauge how many scratches you left on the car beside you in the last corner brings a devilish smile to your face. Subconsciously ducking out of the way of snow and rocks flying at my windshield was a "Mario" moment for me. Watch a video of the first DiRT Rally game in VR to get a grasp of what VR adds to the game. Petition signed!

There is no reason not to buy a VR device today and sit behind the wheel of a mud eating, fire spitting rally car, provided by Dirt Rally 2.0. There's enough demand to consider adding full VR support to the game at launch. People all over the internet (Reddit, Steam, Facebook, Twitter, Instagram) are asking for it. With this petition, we want Codemasters to acknowledge VR is one of the most important features of the game, and to add VR compatibility, either at launch or as a post-launch update.

Thanks for your hard work.
 
Wow now this would be a game that could finally make me jump into VR......Can't wait to see how it does! Hopefully Kyle does a review!
 
I won't touch VR until it is more immersive (e.g. wearables that have pressure points built in for feedback) and the headsets themselves become less bulky.
 
I won't touch VR until it is more immersive (e.g. wearables that have pressure points built in for feedback) and the headsets themselves become less bulky.

You're highly missing out then. Plus, with your borderline absurd requirements you might never touch VR then.
 
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Playing the first one in VR meant I finally had to learn the controls to move the driving seat.

Really could so with a sequential shifter though. The gated Logitech one kills my life.
 
You're highly missing out then. Plus, with your borderline absurd requirements you might never touch VR then.

Why is it absurd? The technology for what I mentioned is already available.
 
Why is it absurd? The technology for what I mentioned is already available.

Yeah and the technology for VR was possible in the 1960's as well...saying you're not going to get VR until you can FEEL THINGS is a bit out there and severely limiting yourself from what is, already, an amazing experience.
 
no its not again you cant make the optics any more compact then they are

I'm sure they could even find a way to shrink the optics or find a different way of doing things but regardless just looking at this disassembled VIVE shows plenty of room for improvement in slimming down the bulkiness: https://gyazo.com/b6a95ed87dd61fb7cd7151fae38d691f and wearable feedback clothing isn't so outlandish either, it really should be part of the whole VR package.
 
Uh VR and driving games don't really help all that much because there are no depth cues.

3D Vision and driving games make a whole lot of sense because you actually have depth cues.

VR is not ready for prime time and I liken it to when the Orchid Righteous came out 21 years ago. What revolutionary immersive tech has come down the pike in 21 years time? The only one that I know of is 3D Vision. Sure we got more polygons, shaders, and other lighting effects but that is only evolutionary.
 
VR
Uh VR and driving games don't really help all that much because there are no depth cues.

3D Vision and driving games make a whole lot of sense because you actually have depth cues.

VR is not ready for prime time and I liken it to when the Orchid Righteous came out 21 years ago. What revolutionary immersive tech has come down the pike in 21 years time? The only one that I know of is 3D Vision. Sure we got more polygons, shaders, and other lighting effects but that is only evolutionary.

you DO know that VR gives you 3D and head tracking its 3D Vision + track IR but with 6DOF

clearly you have not tried a Rift or Vive

i use VR for flight sims and its JUST like being in the real aircarft i can do things like lean to look around the a pillers and around the wing and over the panel things i couldnt do with out it
add real 3D to it and it makes flying SO much easier when you are trying to land and judge how high and far away you are
 
I have tried dev Rift, Rift and Vive, to my knowledge they do not do stereoscopic; which is alternating left and right eye images to create depth.

VR still has the same limitations of a flat image display (a monitor), just because you are more immersed in the image with head tracking and 6DOF does not equate to having depth cues like stereoscopic images give.

Please show me any stereoscopic VR solution.

You could use TrackIR with 3D Vision (in flight sims) from what I remember but this is not the same, not even in the same ball park as flight simulator running any of the current VR hardware products.

Let me ask you this, have you done any flight sims or racing games in 3D Vision using Nvidias 3D vision glasses?
 
wtf? It's absolutely stereoscopic, what's this poster on? You can click mirror to monitor and see the stereo images on the screen. Binocular convergence has to do with physical eye movement. That guy's just stirring the pot. The images are simultaneous. He's stuck in the 90's with alternating LCD shutter glasses.

they do not do stereoscopic
no depth cues
flat image
 
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I won't touch VR until it is more immersive (e.g. wearables that have pressure points built in for feedback) and the headsets themselves become less bulky.

Play this game with a good force feedback steering wheel and come back and say that again! :)
 
I have tried dev Rift, Rift and Vive, to my knowledge they do not do stereoscopic; which is alternating left and right eye images to create depth.

VR still has the same limitations of a flat image display (a monitor), just because you are more immersed in the image with head tracking and 6DOF does not equate to having depth cues like stereoscopic images give.

Please show me any stereoscopic VR solution.

You could use TrackIR with 3D Vision (in flight sims) from what I remember but this is not the same, not even in the same ball park as flight simulator running any of the current VR hardware products.

Let me ask you this, have you done any flight sims or racing games in 3D Vision using Nvidias 3D vision glasses?

LOL, you have some deep misconceptions. Current VR headsets do indeed provide stereoscopic viewing! They do so by giving you an independent view for each eye. Unlike TVs, which produce images for both eyes by alternating between the two different images (and requiring LCD shutter glasses to block each eye independently, so each eye can only see the frame that is rendered for it and not the other), the displays on VR headsets are dedicated, one per eye. No shutter technique required. I own the Vive Pro, and the stereoscopic view is so good that I can catch a controller that is THROWN to me and snag it out of mid-air. Maybe you should go find someone with a VR headset on display and go demo one? Just a thought.
 
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Yeah and the technology for VR was possible in the 1960's as well...saying you're not going to get VR until you can FEEL THINGS is a bit out there and severely limiting yourself from what is, already, an amazing experience.

Force feedback steering wheels are available, and try Googling "Feel Three" for an affordable (well $2000 and up) motion simulator! The tech is available...at least for driving/flight games.
 
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The first DiRT Rally game had a wonderfully immersive VR mode that added layers of suspense, concentration, and genuine fear to the already challenging racing game. A few days ago a Codemaster's spokesperson was asked if VR was a planned option for the upcoming sequel called DiRT Rally 2.0. Christina McGrath had this to say, "We're focusing on making the core game experience before launch - and after that, if there is demand from our community, then we'll explore the possibility." This has prompted the VR community at the Oculus subreddit to launch a Change.org petition to bring awareness to Codemasters that the community really wants VR added to the title.

I couldn't imagine playing DiRT Rally on a regular monitor again after experiencing it in VR. Virtual reality gives you that sense of realism that a monitor just can't do. Being able to turn your head and look out of your car's window to gauge how many scratches you left on the car beside you in the last corner brings a devilish smile to your face. Subconsciously ducking out of the way of snow and rocks flying at my windshield was a "Mario" moment for me. Watch a video of the first DiRT Rally game in VR to get a grasp of what VR adds to the game. Petition signed!

There is no reason not to buy a VR device today and sit behind the wheel of a mud eating, fire spitting rally car, provided by Dirt Rally 2.0. There's enough demand to consider adding full VR support to the game at launch. People all over the internet (Reddit, Steam, Facebook, Twitter, Instagram) are asking for it. With this petition, we want Codemasters to acknowledge VR is one of the most important features of the game, and to add VR compatibility, either at launch or as a post-launch update.

Thanks for your hard work.

I am just hoping that they will support SteamVR out of the box...I refuse to use Revive to play the Oculus "exclusives".
 
Force feedback steering wheels are available, and try Googling "Feel Three" for an affordable (well $2000 and up) motion simulator! The tech is available...at least for driving/flight games.

Oh I know, have a Feel Three on order and a bad ass racing rig already (direct drive ftw!) specifically for VR, as a matter of fact, but those things are completely different from feeling things with you hands and on your skin..
 
I have tried dev Rift, Rift and Vive, to my knowledge they do not do stereoscopic; which is alternating left and right eye images to create depth.

VR still has the same limitations of a flat image display (a monitor), just because you are more immersed in the image with head tracking and 6DOF does not equate to having depth cues like stereoscopic images give.

Please show me any stereoscopic VR solution.

You could use TrackIR with 3D Vision (in flight sims) from what I remember but this is not the same, not even in the same ball park as flight simulator running any of the current VR hardware products.

Let me ask you this, have you done any flight sims or racing games in 3D Vision using Nvidias 3D vision glasses?
You are woefully misinformed. All VR today supports full stereoscopic 3D (the DK1 did also) and it's significantly better than Nvidia's 3D vision. Now it could be the SOFTWARE you were trying didn't have stereoscopic support, but of course the hardware can show 3D imagery, as do most VR programs. I wouldn't be half as interested in VR if they didn't. If the software doesn't support stereoscopic 3D, then yes, the image will be flat. It sounds like you may have tried the wrong programs, which is surprising, since the vast majority of VR applications are stereoscopic.

Think about it, they're two separate images to each eye, each eye is getting a different input that converges, just like reality.

The "alternating" has nothing to do with it, that's to overcome the limitation of regular monitors and shutter glasses. Since each eye gets a separate image natively in VR, there's no need for it, thus less flicker and a better experience.
 
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