Oculus Rift support?
Since the game is made in Unity, are we going to see support for the Oculus Rift (Virtual reality headset) in this game.
Oculus has its own SDK for Unity 3.5 and Unity 4
I am hoping for this as well.
Have you gotten a Rift yet, Razor?
Even a 1080p display feels low resolution with the Rift, because it's like blowing that display up to the size of an IMAX. It'll probably be a while before we have displays that will truly feel lifelike in a Rift-like device. It'd have to be 4K at least.
Have you actually used an HD Dev Rift? Because that's not what the people who are reviewing it say.
My dev kit arrived yesterday and I've been having so much fun with it, sure, the res isn't that great but it's more than enough to prove the concept and to be honest playing half life 2 for an hour was possibly the most fun I've had by myself for quite a while!
Now I've experienced the rift first hand, I think it's gonna be absolutely stunning for games like Tex.
This has been asked a few times. We haven't gotten any official answer, but I think both the interface and the use of non-3D FMV would make it pretty tough to do Rift support very well.
I think a game of this sort could be great with VR, but I don't think trying to hammer Rift support into a game that wasn't designed for it will be very satisfying.
Might be neat just to load the levels up in Unity and walk around Chandler Ave in VR, though. Even if it's not actually playing the game.
Not going to bother with development version, gonna wait for the commercial before I throw my money at them.
I'd also really like to be able to use this with the Rift and Fedora.
Imagine being able to not just see Chandler Avenue in glorious stereoscopic 3D but actually be able to physically walk around it as well.
I really think these two bits of hardware will add so much to the immersion and gameplay that I just had to pledge.
I think people who complain about Rift being lowres even in its HD version dont realize that it is a screen split in two, each screen for each eye.
since it occupies most of your fov, you only see a part of each screen at once. Suppose you play games at 1650 x 1050... divide 1650 by two and you get only 825x1050 pixels for each eye, but since you only see a part of each half screen, that´s even less pixels per eye.
Now, of course, you can increase display resolution but what about the computer specs to run a complex graphics engine (think Crysis 3 or Skyrim with ENBs) at 60fps at resolutions HIGHER than 1650x1050?
HD Prototype is full 1920 and will be the MINIMUM spec for the consumer version. Just going from 720 to 1080 is an almost night and day difference.
to me its good enough. People who have low res Rifts mostly love it. But there is always those people who have games with ultra graphics but complain that the antialiasing is not good enough or something like that. People who care too much about the graphics.
1280x800 simply isn't good enough at the moment. It's enough to give you the amazing experience but the screendoor and huge pixel greatly detract from the experience.
If the panel had a higher resolution then it wouldn't matter what res you were running the game in as you wouldn't be able to see the individual pixels like you can with the 1280x800 display.
I adore my Dev Kit, I use it every day and its fab, like I said even going to a single 1920 display like the HD prototype makes a massive difference and once we get 1920 per eye (which is what I personally think the consumer version will have) it's gonna be amazing whether you're running 800x600 or 1920x1080.
Nomarch, my point is that 1920x1080 per eye would equal a screen of 3840x1080 pixels.
Good luck getting any decent looking game to run at decent FPS (over 30fps) at such resolution.
The Rift can only work well if the actors were filmed in 3D, and they weren't. So, no. Forget it.
I do want to see Tex in 3D. Which is why it sucks so bad that I didn't have the time & money to go to the SLC Comic Con
Aw Joliet...take a tissue...
I don't think that's necessarily the case. There are rift games that don't support stereoscopy and they're still awesome. It's the field of view and the headtracking that make them awesome.
I would assume a Rift enabled Tesla Effect would have stereoscopic environments and, if they're anything like previous games, flat live action sprites placed in the space. Unless you stand really close to these guys, you'll not notice that they're 2D. And if you stand too close to them, the perspective will look off no matter if it's 2D or 3D anyways.
The other possibility is that the actors are represented with 3D models in the exploration bits. In which case they'll look great (as great as 3D models look) in 3D.
It has been confirmed that there are 3D characters in game. If we see a single 2D sprite, I'd be shocked. I'd say the chances are pretty close to zero on that, unless it's something in the far distance. Considering the detailed 3D shots of New San Francisco that BFG just tweeted, I doubt even that...
You can see a 3D character in the preview video at GameTrailers.
I played the Beta with the Rift through Tridef.
It was good.
Native support would be way better, but you can play it through Tridef if nothing else.
Sooooo, now you won't be able to play Tesla Effect using an Oculus Rift unless you update Tex's Facebook page first
I know you're being cute, but mark my words, the Rift will be as open or more open than before as a result of this buyout, because an open hardware standard ultimately serves Facebook's goals in terms of software and services. The buyout will be a good thing, and FB's real interest is in establishing a destination for VR; a high-quality, open "vehicle" to that destination is merely a means to an end.
Let's see if FB really does keep their hand out of the cookie jar. That's what it comes down to in the end.
You, me, nor anyone else can determine that. There's a 50% chance (imo) of it going either way. It might also release to comsumers great and then a year later FB puts their grubby hands all over it.
Its all speculation, hypothetical, guessing, and opinions.
I think perhaps the most interesting thing will be to see if the Rift ever gets released with the kind of resolution they've talked about forever. I think they ran into technical issues that have prevented them from getting past the developer version. Perhaps the FB buyout will give them the funding and other resources to take that final step.
The final piece of the puzzle fell into place on Tuesday. A lot of what it will take to make VR great is well understood at this point, so it's engineering, not research; hard engineering, to be sure, but clearly within reach. For example, there are half a dozen things that could be done to display panels that would make them better for VR, none of them pie in the sky. However, it's expensive engineering. And, of course, there's also a huge amount of research to do once we reach the limits of current technology, and that's not only expensive, it also requires time and patience – fully tapping the potential of VR will take decades. That's why I've written before that VR wouldn't become truly great until some company stepped up and invested the considerable capital to build the right hardware – and that it wouldn't be clear that it made sense to spend that capital until VR was truly great. I was afraid that that Catch-22 would cause VR to fail to achieve liftoff.
That worry is now gone. Facebook's acquisition of Oculus means that VR is going to happen in all its glory. The resources and long-term commitment that Facebook brings gives Oculus the runway it needs to solve the hard problems of VR – and some of them are hard indeed. I now fully expect to spend the rest of my career pushing VR as far ahead as I can.
(The quote font size on these boards is really annoying)
Hard Engineering has been the downfall of many a promising technology over the centuries.
Remember, by now (actually by 2010) we were all supposedly going to be running 10GHz CPUs. That was Intel's roadmap back in the early 21st century. All it was going to take was hard engineering, to come up with techniques to make the chip traces small enough and compact enough. Hasn't happened. Instead, my prediction to my colleagues back then has come true: the makers have resorted to multi-CPU strategies.
Turns out, they ran into some laws of Physics, and economics, that make it difficult to impossible to do what they thought they could. It will take a complete revamp of the kind of tech used for CPUs for them to start jumping up in GHz like they used to.
I hope they do manage to get the Rift to where they want it to go, but I'm not going to underestimate the challenges ahead of them -- they're formidable; probably not as formidable as the CPU challenges, but still....
The question was asked at last night's Twitch.tv live broadcast.
Devs were uncommittal, but it sounds like they've been looking into it!
Yes, they have. I think 1 issue is that there is still no production Oculus.
Yeah, exactly: "at least 6 months". It may well turn out to be 12, 24, or 36 months. The thing is, the Rift has been "almost ready for production" for a long time, so I think many people are losing some confidence that it will get done in any specified time frame.
Looking for "Mutant League Members" that have a Rift.
If you might be interested in a doing a little testing...please contact me.
(not sure "when" that testing might start)
It's too bad the VR version never was completed. I think it could have boosted(and still could) the sales for the game quite a bit as there still are not very many full length VR games. Maybe you could make a small kickstarter for Tesla Effect VR support or outsource the conversion to Unity 5 to Chaotic Fusion or someone else?
As others have said I would also be ok with VR support being a paid DLC, since I kickstarted the game for $70+, what's a few more $. :)
While it might be cool to have VR support, I do doubt very much that it would boost sales in any significant way. While it's beginning to gain more popular support, and this may be the year it goes mainstream (partly based on the number devices being shown at CES this year), I think VR is still somewhat of a fringe technology.