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Oculus Rift in competitive?
Created 12th April 2013 @ 15:30
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https://www.youtube.com/watch?v=P50fvL_EWYY
The guy testing the new Oculus rift headset says that it may give people a competitive advantage, what do you guys think?
Possible but I dont think it’d be a major thing. I believe they’re running a dual screen set up with 60fps (1080?). Gives natural 3d which is awesome, the headtracker you’d have to turn off most likely and then you’re down to the fully immersive nature which would be very nice for removing all distraction.
It’d need a slight specification upgrade imo.
rolling out as demoman would be vomit inducing
sure you’d be like flailing your head around and get whiplash (?)
Last edited by MEGAMIDDIE,
Its a single monitor at 1080 giving you an effective view of 960×1080.
I don’t really think it’d be better. The bottom line is that you’ll always be able to move your hand more quickly and accurately than your head.
Last edited by Skyride,
I could see it in a much more slow paced game like arma where you can look around your sniping position to see people flanking. Any sort of twitch dm game it would be awful for comp. Maybe a fun gimmick on pubs if you are rich.
meh useless.
I’ll be sure to give it a shot! (in ~6 weeks when mine arrives)
Looking forward to trying this too :D
Quoted from atmo
I’ll be sure to give it a shot! (in ~6 weeks when mine arrives)
Looking forward to trying this too :D
http://www.youtube.com/watch?v=cF2q_NH1bao%5B/quote
Make some vids of you rocket jumping. :D
Am I the only one who is amazed that the people in this video are actually concerned with the implications for competitive TF2?
Question is though, how do backstabs work if you can basically cover 360 degrees if you combine the aim fov with the eyes fov? (aim/body forward, look/face backward).
Another thing: If you look at the video, Valve seems to have coded a fisheye style fov especially for Oculus Rift. I’m pretty sure some people would be interested in using that on a regular monitor (to see the advantage at high fov values: http://strlen.com/gfxengine/fisheyequake/compare.html )
I’m quite concerned about the implications of the higher FOV on competitive play, especially if it can be combined with OpenPlugin…
Even if Leagues would be interested in banning the Oculus to maintain a fair playing field, they may not be able to. Which means some people would have an even greater FOV advantage and be nigh impossible to sneak up on, just because they own hardware you don’t. Not a pleasant thought.
Last edited by emb,
Quoted from emb
I’m quite concerned about the implications of the higher FOV on competitive play, especially if it can be combined with OpenPlugin…
Even if Leagues would be interested in banning the Oculus to maintain a fair playing field, they may not be able to. Which means some people would have an even greater FOV advantage and be nigh impossible to sneak up on, just because they own hardware you don’t. Not a pleasant thought.
Remember that the rift can only offer marginally more than the human eyes 95 fov due to the distance away from the eye. It is billed to offer 110 fov, which is what a lot of people use open plugin to use. We already know that the game FOV isn’t 1:1 with rift support so it will be greater still, but not to a ridiculous amount.
Quoted from emb
I’m quite concerned about the implications of the higher FOV on competitive play, especially if it can be combined with OpenPlugin…
Even if Leagues would be interested in banning the Oculus to maintain a fair playing field, they may not be able to. Which means some people would have an even greater FOV advantage and be nigh impossible to sneak up on, just because they own hardware you don’t. Not a pleasant thought.
I don’t think you can change FOV on the Rift quite like you can on a 2D screen. It’s limited by the optics and motion tracking of your head.
Last edited by atmo,
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