1. Post #1
    Vanad's Avatar
    December 2013
    74 Posts
    I just preordered it and was wondering if are problems using it in Rust.
    I guessing that the head bob will be a problem.
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  2. Post #2

    February 2014
    82 Posts
    i think that wouldn't be a problem

    actually i was looking for it also but i still kept my money inside my pocket ^^
    but i think it will looks great in rust (for yourself) hope your'e happy with it ^^
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  3. Post #3
    I don't think Rust even has Rift support yet, but I don't have a Rift to personally find out either.

  4. Post #4

    December 2013
    156 Posts
    Don't get too excited about VR yet, I own a dev kit and I can't play a game for more then 30 minutes without my eyes getting all fucked up.
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  5. Post #5
    HER NAME IS SHAY LAREN .YES I HAD SEX WITH HER
    anazhd's Avatar
    August 2010
    205 Posts
    Don't get too excited about VR yet, I own a dev kit and I can't play a game for more then 30 minutes without my eyes getting all fucked up.
    which means everyone will get fucked up too just like you?
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  6. Post #6

    March 2014
    8 Posts
    With the annoucement of a few new Payers coming into the market, I'm going to sit back and watch how it all develops. The technology will surpass those Goofy looking things your currently made to wear.

    Just like Sony's VR which is heading in the direction I'm talking

  7. Post #7

    January 2014
    144 Posts
    I did some tests with veiro. You can run it as a source engine game and it renders in stereo however some textures are messed up and the first person models look like the active camouflage from metal gear solid.

    Doesn't really matter though because you are stuck using a garbage FOV so it's basically like running around with binoculars taped to your head.


    Edit:
    With the annoucement of a few new Payers coming into the market, I'm going to sit back and watch how it all develops. The technology will surpass those Goofy looking things your currently made to wear.

    Just like Sony's VR which is heading in the direction I'm talking
    Alot of their heavy hitters are struggling with smooth framerates on 720p. I hate to sound like a Debbie downer but I just can't see them doing true stereo rendering any time soon.
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  8. Post #8

    March 2014
    9 Posts
    which means everyone will get fucked up too just like you?
    calm your tits fat kid, he isnt attacking rust, he just gave his opinion about oculus rift

    you dont need to attack him for doing so, nor jumping in front of your so loved developers

    lol @ these kids with the premium name defending a 30 million win game with basically zero content

    i think you can stop licking garrys boots on the internet now, just write him an email and you can do it in reallife

    stay positive, even if you have a fetish

    (User was banned for this post ("Really dumb trolling" - postal))
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  9. Post #9
    HER NAME IS SHAY LAREN .YES I HAD SEX WITH HER
    anazhd's Avatar
    August 2010
    205 Posts
    babo3 watch your mouth Hitler.

    1. I didn't attack him
    2. I was asking him, will RIFT fucked us all just because he got fucked.
    3. He didn't talk about RUST at all
    4. How old are you?

    Oh lol, you're just some newbie who bought rust and just joined the forum and act like a strong guy. Keyboard warrior.

    (User was banned for this post ("Calm down" - Craptasket))
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  10. Post #10

    March 2014
    9 Posts
    babo3 watch your mouth Hitler.

    1. I didn't attack him
    2. I was asking him, will RIFT fucked us all just because he got fucked.
    3. He didn't talk about RUST at all
    4. Hold old are you?

    Oh lol, you're just some newbie who bought rust and just joined the forum and act like a strong guy. Keyboard warrior.
    its funny you take the bait because its true! also:

    you call me hitler because you see that i am german, this is so funny and innovative.
    i guess killing jews or human is fun to you
    if there would be some political correctness on this forum you would enjoy an instant ban now, if you dont get a ban i just asume admins or moderators on this forum asisst this kind of facism. (yea, more good publicity for facepunch)

    i got screenshots of this already, just in case i get censored for this, which is possible on this kind of forum with its more than weird politics

    i dont need to proof you are retarded by myself anymore because of your post, nor do i need to take any point of your post serious, thank you

    ps. its funny u seriously mention age as an argument in THIS kind of post

    ps2. yea my english sucks, sorry kid but it doesnt count as an argument to proof someone wrong
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  11. Post #11

    December 2013
    81 Posts
    Don't get too excited about VR yet, I own a dev kit and I can't play a game for more then 30 minutes without my eyes getting all fucked up.
    That's probably because DK1 has a shitty resolution and framerate. Dk2 (and cv1) will hopefully make for a smoother experience. Gotta love the tech demos tho :P
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  12. Post #12
    Vanad's Avatar
    December 2013
    74 Posts
    I hear they solved the motion blur problem by borrowing a trick from old film.
    They are blanking (going black) between each pixel change.

  13. Post #13

    March 2014
    117 Posts
    babo3 watch your mouth Hitler.

    1. I didn't attack him
    2. I was asking him, will RIFT fucked us all just because he got fucked.
    3. He didn't talk about RUST at all
    4. How old are you?

    Oh lol, you're just some newbie who bought rust and just joined the forum and act like a strong guy. Keyboard warrior.
    Point 3, the topic of the thread pertained to rust. Head bobbing was even mentioned as a possible issue. How is it that rust was not mentioned again? Or is this another case on not proof reading before posting?

  14. Post #14
    KillaMaaki's Avatar
    August 2013
    999 Posts
    Alright, pointless flaming aside let's get down to the hard facts.

    Valve has been doing extensive research in this field. They have sort of coined a word for the end goal of VR: "Presence".
    Presence is the feeling that you're actually "there", experiencing a sort of alternate reality.

    They found out that there's a sort of minimum spec you have to hit in a hardware headset in order to maximise Presence.

    1.) High resolution. 1080p is a minimum (split, half per eye), 4k is even better but perhaps not yet feasible. Even still would be a bit pixelated.
    2.) Low latency motion. The headset really needs to be able to accurately track motion with very very low latency from motion -> game -> headset. Otherwise the brain can detect a discrepancy between actual motion and perceived motion.
    3.) Low persistence screen to eliminate smear/judder when moving your head. The screen itself needs to be very low persistence (meaning the pixels change color faster). Actually, it's a bit more complicated - either the screen should be low persistence and preferably around 300 FPS (which may produce strobing, which was previously hid by the smearing/blurring effect), or it needs to be at least 1000 FPS. 1000 FPS screens don't really exist yet and aren't currently feasible, so we have to settle for now.

    The benefits of hitting the minimum spec are twofold: on the one hand, you significantly increase the immersion (you're doing a better job of fooling the brain), and on the other hand you also significantly decrease motion sickness and nausea.

    Oculus DK2 is going to minimally hit these. Sony's headset sort of does (except for the low persistence screen - which means it may suffer from smearing/judder). Valve's prototype nailed these and had very good results with a wide audience (many people who suffered motion sickness in the Oculus reported no such issue with Valve's prototype).

    As far as games being able to render in stereo, keep in mind there really isn't a lot of extra work being done. If your computer can handle 1080p display normally, then it should handle VR just fine. Remember, the image is split in half for each eye, it isn't a full 1080p screen per eye.
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  15. Post #15

    December 2013
    156 Posts
    which means everyone will get fucked up too just like you?
    Considering this is a well known issue, yes. Please try and post better in the near future.
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  16. Post #16
    Afrothundakat's Avatar
    December 2013
    47 Posts
    babo3 watch your mouth Hitler.

    1. I didn't attack him
    2. I was asking him, will RIFT fucked us all just because he got fucked.
    3. He didn't talk about RUST at all
    4. How old are you?

    Oh lol, you're just some newbie who bought rust and just joined the forum and act like a strong guy. Keyboard warrior.
    Calling him Hitler because hes German? Thats not cool bro. You worked him up, that's not something to take pride in.

    Who gets their rocks off pissing people off?

  17. Post #17

    June 2006
    121 Posts
    I tested it but im concerned about the dlls you need to place in this rust directory

  18. Post #18
    mrcodyh's Avatar
    February 2014
    72 Posts
    calm your tits fat kid, he isnt attacking rust, he just gave his opinion about oculus rift

    you dont need to attack him for doing so, nor jumping in front of your so loved developers

    lol @ these kids with the premium name defending a 30 million win game with basically zero content

    i think you can stop licking garrys boots on the internet now, just write him an email and you can do it in reallife

    stay positive, even if you have a fetish

    (User was banned for this post ("Really dumb trolling" - postal))

    Wait..... You banned him for that but not the "premium" member for his BS little rant. Wow.... Nice......





    On VR.... It has A LONG way to go before it is ever going to be perfect. Though, 1080 res through such a small screen should look pretty decent. I would wait a while though and see what competition brings to the table first.
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  19. Post #19

    January 2014
    144 Posts
    As far as games being able to render in stereo, keep in mind there really isn't a lot of extra work being done. If your computer can handle 1080p display normally, then it should handle VR just fine. Remember, the image is split in half for each eye, it isn't a full 1080p screen per eye.
    You are displaying the same world two times. No matter what resolution you are using you are still rendering everything in game twice on screen. Then when you take into account that you are sharing your screen you need a significantly higher resolution if you want something as crisp and clean like 1080p per eye. You will be taking a performance hit in more ways then one. However you can compensate by lowering the settings and resolution. The only game you really need 1080 per eye for are games like ARMA where there is a dot of a man 500 meters out shooting at you.

    Considering this is a well known issue, yes. Please try and post better in the near future.
    It was also a well known issue that 1990's Doom would constantly cause motion sickness due to it's impossible hyper realistic 3D rendering technology that nobody has ever seen before.

    Ya that was a tad sarcastic but completely true. Doom really did make people's stomachs turn because it felt so real when it was not. Now we've adapted and doom is archaic. The only issue that the rift has is that the older dev kit could not track your heads side to side movements. The new one can and if I remember correctly it has also had some latency improvements as well. At the point it is up to the human being itself when it comes to motion sickness. With my old dev kit I can wear it for hours with no issues. My friends on the other hand got sick at first because the immersion was so intense their brain didn't know what to do with itself. Now that some of them have adapted though they can wear it for a couple hours with little issues at all.

  20. Post #20
    Oxameter's Avatar
    March 2014
    229 Posts
    babo3 watch your mouth Hitler.
    1. I didn't attack him
    [snip]
    4. How old are you?

    Oh lol, you [snip] joined the forum and act like a strong guy.

    Keyboard warrior.
    lol.

    I would think using virtual reality devices to play games like Rust would be the best and worst thing out. How realistic would it have to be before your ingame personality would change?

  21. Post #21
    KillaMaaki's Avatar
    August 2013
    999 Posts
    You are displaying the same world two times. No matter what resolution you are using you are still rendering everything in game twice on screen. Then when you take into account that you are sharing your screen you need a significantly higher resolution if you want something as crisp and clean like 1080p per eye. You will be taking a performance hit in more ways then one. However you can compensate by lowering the settings and resolution. The only game you really need 1080 per eye for are games like ARMA where there is a dot of a man 500 meters out shooting at you.
    Keep in mind these days geometry throughput is highly unlikely to be a bottleneck, so most of the performance hit is going to be per-pixel. While you are shading the scene twice, each of those two times you're only doing per-pixel work on half the screen.

    You'd be surprised about the resolution BTW. 1080p sounds like HD high resolution, but really the pixel density once it's up close to your eye is less dense than the original Quake 1. ARMA probably would be fairly difficult at 1080p, maybe just playable at 4k (which isn't really feasible just yet).

    Edited:

    Actually, there's also more efficient ways to perform stereo rendering without re-rendering the entire scene. CryEngine for instance has stereo rendering support via "reprojection", where they render both the scene and depth information, and then use the depth information to apply a kind of parallax to the scene for each eye. That way they don't have to re-render the entire scene twice.
    Still, you may see a lot of games toning down the graphics in VR mode (like how games often turn down the graphics when playing in Splitscreen mode).

  22. Post #22
    Clawdius's Avatar
    February 2014
    82 Posts
    I'm waiting on my DK2, but I'm not certain I'll be using it in Rust. VR requires you to adapt to the new tech, we've got years or decades of more traditional game experience. From what I understand people who have never gamed before are often faster to adapt to the experience than people who have the years of muscle memory fighting their new ability to use their head to look around. It may not sound like it's a big deal, but apparently it makes a significant difference.

    Unlike The Forest, Rust is not as far as I'm aware being developed with Rift support. While most games currently aren't, and the first generation that is won't come to any real standard, it will be interesting to see how things evolve over the next few years. Besides adapting to the Rift and Omni (or other omnidirectional treadmill options that are still in development) we need to see whether the Stem system, Myo, or one of the alternate VR control schemes manage to gain traction both with developers and consumers.

    Until these products have time to develop an install base it's not easy to say how profitable it will be for developers to support them fully, with the ability to aim independently from the direction you're looking, and possibly 1:1 movement support with the omnidirectional treadmills. With Sony's Project Morpheus it's not unlikely we'll see a number of AAA titles with some VR support, and we've already seen quite a few indie projects that are being built with the Rift in mind, but it remains to be seen how profitable these titles will be. World of Diving is apparently interesting enough that even without a Rift some people may buy it, The Forest also seems to have a great deal of appeal, but games like Proton Pulse are designed to be used with the Rift and don't have a market outside of VR owners. The Sony VR solution will likely see games of that nature adapted for the PS4, but given that the Rift has seen 60k sales of the DK1 and a great many people were undoubtedly waiting for the improved version and will be picking up the DK2. Personally, I'd likely have waited for the consumer version, but I don't want my Omni to collect dust for too long and it ships before the DK2.

    Even still, if the DK2 managed to sell twice as many units as the DK1, an installed base of 180k units isn't earth shattering. It won't be until the consumer version is announced and ships that we really know how much of a market the Rift has early in its life cycle. Eventually the technology to have amazingly immersive VR will exist, and titles that support VR to some extent will have a bit of future proofing, meaning that the fans won't have to work to mod them in when the technology becomes ubiquitous. There's really no doubt that, eventually, VR will be the preferred way to game. Right now the question is which technology will gain the most traction with consumers. A lot of the trouble with the motion tracking technologies that exist today is that they require a wired connection to the machine so that the latency is minimized. Whether more advanced short range wireless, or an integrated system winds up bringing VR to the masses is still very much a question.

    The VR solutions like Virtual Boy will look like vacuum tube mainframes, and the Oculus Rift will look like some of the older CRT monitor technologies. It's mostly a question of when precisely the technology will gain substantial market share. Once there is a clear winner in the VR controller market, work on haptic technologies to upgrade it seems like a natural progression, whether that's accomplished with a system similar to Novint's Xio (a company we haven't heard from in a long time) or Sixsense manages to receive a lot of attention with their Stem system and begins working on feedback solutions for it. For the time being VR is something of a novelty and despite the fact that there is a lot of interest from consumers, it remains to be seen just how successful any of these disparate incompatible solutions will be.

    Motion sickness with the DK2 is significantly reduced by the low persistance display technology and the IR camera for better positional tracking helps with the disorientation that was common with the DK1. For most consumers, there's not a lot of point in buying a developers kit, it doesn't even come with any warranty.

  23. Post #23

    February 2014
    5 Posts
    lol getting banned arguing about oculus rift

  24. Post #24
    E s

    February 2014
    34 Posts
    I have DK1 , now ordered DK2 - played rust with tridef driver ~ 30min ... and thats all. Now I awaiting vorpix driver update for rust/dayz and another games ^_^, because I hate tridef with manual configuration for every game...

  25. Post #25

    January 2014
    144 Posts
    Ya I'm not a fan of the third party drivers that charge money and give back a cheesy 3D movie theater pop up effect.

  26. Post #26
    doLawN's Avatar
    September 2013
    255 Posts
    Rust Rift.
    Rift Rust.
    Rist.
    Ruft.
    Ruisftt.

    Ok, I'm done here.
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  27. Post #27
    zloj's Avatar
    February 2014
    125 Posts
    Unity has build-in support for Oculus Rift.
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  28. Post #28
    KillaMaaki's Avatar
    August 2013
    999 Posts
    Unity has build-in support for Oculus Rift.
    No it doesn't. The Oculus SDK has a Unity version. Nothing's built-in.

  29. Post #29

    January 2014
    144 Posts
    As killa mentioned it doesn't come out the box with rift support. I don't know too much about it as I'm one of those guys that is invested in the UDK but from my understanding there are tuts out there that claim they can get you full Rift support in less then an hour for unity.

  30. Post #30
    zloj's Avatar
    February 2014
    125 Posts
    No it doesn't. The Oculus SDK has a Unity version. Nothing's built-in.
    I use Unity and Oculus Rift, yes, it does.
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  31. Post #31

    January 2014
    144 Posts
    I use Unity and Oculus Rift, yes, it does.
    Is it a specific build from the developer site? I know the UDK build they have in their developer section has out the box support but it's just for that specific build and has a lot of the mobile features stripped from it.

  32. Post #32
    Vanad's Avatar
    December 2013
    74 Posts
    Is it a specific build from the developer site? I know the UDK build they have in their developer section has out the box support but it's just for that specific build and has a lot of the mobile features stripped from it.
    This is why I planted this little seed to see if Garry will turn it on so we can use it.

  33. Post #33
    KillaMaaki's Avatar
    August 2013
    999 Posts
    I use Unity and Oculus Rift, yes, it does.
    Pics or it didn't happen.
    Rift support is provided as a third party component you must download and unpack into your Unity project. The two keywords there are *third party* and *download*.
    Unity doesn't just provide head-tracking and pre-lens-warp support without having to download extra components (from a third party, as mentioned).
    Therefore it is not built in.

  34. Post #34
    Vanad's Avatar
    December 2013
    74 Posts
    It would be nice to know if the guys at Facepunch are even playing with it themselves.

  35. Post #35

    January 2014
    144 Posts
    It would be nice to know if the guys at Facepunch are even playing with it themselves.
    From my understanding Garry has tried it once for a short period of time and got motion sick from it. Now that the improved HD versions can be ordered I really hope he gives it a second chance.

  36. Post #36
    lordrushx1's Avatar
    January 2014
    242 Posts
    http://techcrunch.com/2014/03/25/fac...ash-and-stock/


    This is just freakin unbelievable and sad at the same time
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  37. Post #37

    February 2014
    5 Posts
    I don't have the Rift but a 50 inch Seiki 4K monitor is fantastic. With that screen in front of your it's almost like you're in the game (just like the Rift is supposed to make you feel). The only small problem is the 30Hz refresh rate, but most Rust servers have enough lag that the mouse lag is small by comparison. Go for a 4K monitor instead of a Rift headset... cheaper and better all around.



    I just preordered it and was wondering if are problems using it in Rust.
    I guessing that the head bob will be a problem.
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  38. Post #38
    http://techcrunch.com/2014/03/25/fac...ash-and-stock/


    This is just freakin unbelievable and sad at the same time
    Good news: Oculus isn't the only VR game in town now. Valve's got OpenVR, and garry was at Steam Dev Days.

  39. Post #39
    KillaMaaki's Avatar
    August 2013
    999 Posts
    I don't have the Rift but a 50 inch Seiki 4K monitor is fantastic. With that screen in front of your it's almost like you're in the game (just like the Rift is supposed to make you feel). The only small problem is the 30Hz refresh rate, but most Rust servers have enough lag that the mouse lag is small by comparison. Go for a 4K monitor instead of a Rift headset... cheaper and better all around.
    They aren't the same thing. A big monitor != VR. I fail to see why you can so confidently claim it is a better option, without having ever tried the Rift or any of the soon-to-be-released better options like DK2 and Valve's own VR (which looks like it will totally nail the whole feeling of presence while also reducing headache factor as a side affect)

  40. Post #40

    March 2014
    74 Posts
    since oculus rift got buyed from spy book i will never use it
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