Oculus Rift support for receiver?

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TehEpic
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Re: Oculus Rift support for receiver?

Post by TehEpic » Sun May 26, 2013 9:42 am

Enemby wrote:
TehEpic wrote:I have no understanding as to how this will work, will you aim with your face? Since mine is constantly shaking and bouncing about when I'm playing this due to the massive amount of heart attacks I'm enduring. I probably won't be able to see or hit anything.
Pretty much. The Oculus Rift tracks the orientation of your head.
I'm throwing money at the screen but nothing is happening...

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Parco Folgore
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Re: Oculus Rift support for receiver?

Post by Parco Folgore » Sun May 26, 2013 3:45 pm

anyone have any updates on this? the wiki still says its only planned.

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Glabbit
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Re: Oculus Rift support for receiver?

Post by Glabbit » Mon May 27, 2013 3:53 am

Perhaps our beloved semi-inside-man Anton could enlighten us as to whether the dev team has even received the rift's dev pack yet?

*pokes Anton with a teacup*

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TehEpic
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Re: Oculus Rift support for receiver?

Post by TehEpic » Wed May 29, 2013 4:09 pm

Yes, spill the beans Anton!

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Anton
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Re: Oculus Rift support for receiver?

Post by Anton » Wed May 29, 2013 4:13 pm

Um... Ninjas said in IRC that both he and David felt motion sickness when they tired the occulus?

That's all I've heard.

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TehEpic
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Re: Oculus Rift support for receiver?

Post by TehEpic » Wed May 29, 2013 4:15 pm

Anton wrote:Um... Ninjas said in IRC that both he and David felt motion sickness when they tired the occulus?

That's all I've heard.
That's the idea. That you can vomit whilst having a heart attack!

The future of gaming in all of it's glory.

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Parco Folgore
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Re: Oculus Rift support for receiver?

Post by Parco Folgore » Wed May 29, 2013 4:31 pm

we got such a bright future ahead of us :p

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Re: Oculus Rift support for receiver?

Post by David » Thu May 30, 2013 2:17 pm

I think I probably can't wear the Rift long enough to test it at this point -- might have to wait for another revision or two of their hardware and drivers to improve the resolution and latency before I can really work with it.

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Glabbit
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Re: Oculus Rift support for receiver?

Post by Glabbit » Thu May 30, 2013 3:23 pm

That is a shame. So the Rift hasn't been refined to the point of comfortable use yet?
I suppose there's no way of telling when such revisions are going to take place?

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Re: Oculus Rift support for receiver?

Post by David » Thu May 30, 2013 3:41 pm

It's not really physically uncomfortable to wear on my face, but it made me dizzy and sick for a day or two after I tried it!

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akazi
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Re: Oculus Rift support for receiver?

Post by akazi » Thu May 30, 2013 3:50 pm

That's the thing I was most worried about, it making people dizzy and sick for a while.

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Parco Folgore
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Re: Oculus Rift support for receiver?

Post by Parco Folgore » Fri May 31, 2013 1:57 am

Seems it affects people different, i have a friend who used the rift for hour without any problems, cant wait to try it myself

Peppy
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Re: Oculus Rift support for receiver?

Post by Peppy » Fri Feb 07, 2014 4:29 pm

Old post but relevant none the less. Now that Overgrowth is on steam and free copies of Receiver are being given out I figured this would be the best place to update people on the status of the original posters question.

Image

Basically it's playable but the camera FOV needs to be increased to make it more comfortable for the human eye. Does anyone know how to do this? I don't have much experience with hacking Unity games.

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Josh707
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Re: Oculus Rift support for receiver?

Post by Josh707 » Fri Feb 07, 2014 7:45 pm

If you're working with the Unity project the camera component has a slider for FOV, there should be an object called 'Main Camera' in the scene by default which is the player's camera. I'm not sure if there's a different camera component for the Oculus though.

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