Main > Lightguns |
Oculus Quest + Virtual Desktop= WOOOW |
<< < (3/7) > >> |
Zebra:
--- Quote from: 2huwman on January 09, 2020, 03:44:36 am ---Sure, I'll take some video of what you see in the headset, but it's basically the Oculus Touch controller with a 'laser pointer' and circle where it's hitting the virtual screen (both of these can be turned off), and then the game screen hanging in a giant void! One of the benefits of Virtual Desktop is that it handles fullscreen modes well (borderless as well as normal fullscreen), whereas the other apps I've tried have tended to struggle. Would be great if the controller you see could be replaced with a model of a Sega AM blaster! The benefits over an Aimtrack for example seem to be mainly accuracy, but also that you don't have to be in the exact position you calibrated it. Also that you can turn off the annoying white screen flashes you have to have with CRTs for games like HotD1. PC VR lightgun games that I've tried that have been pretty good are Operation Warcade as well as the Dick Wilde series on PSVR. But yeah, I got the Rift for 'normal' VR games, of which there are many excellent examples (Wipeout on PSVR, and Lone Echo on Rift are my current favourites). --- End quote --- It certainly has some exciting potential. I'm waiting to be able to fly like Iron man which is apparently in the works. I still worry about it being a short-lived and short supported novelty item. As a general point, people don't seem to like wearing peripherals on their head or face, even it's just lightweight 3d glasses. They need to create (and properly market) some games that are so good that gamers can't live without it. Kinda like what Street Fighter 2 did for the Snes. I don't have to worry about accuracy as I use Sega arcade IR guns and real arcade light guns. I'm a purist when it comes to old light gun games. There is definitely room for both options though. I'm going to check out the VR light gun games you mentioned. On the VR gun controller, can't you the electronics from your existing controllers into an arcade recoil gun shell? |
Howard_Casto:
I realize that vr systems on the pc side of things are more sophisticated, but I'm going through Rush of Blood on the psvr and while fun, it seems to suffer from the exact same issues we have using camera based guns in a non vr capacity. When it works it's fun and I think it's worth the hassle to get it to work, but much like the wiimote sometimes the guns will get mal-aligned and you'll have to either compensate by aiming wrong or put your arms to their sides to re-calibrate. I think considering the extreme expense to get a pc vr setup (expensive pc + expensive headset) I'd be leery about jumping aboard just for the light gun games. |
Zebra:
How does the Oculus VR "light gun" aiming work? As the screen moves when you move your head, you're not mounting sensors around the LCD or aiming a gun camera at it. Does it just use an accelerometer like an air mouse? Or is it a camera pointed at you holding a dildo like the PS Move? My PS Move stays calibrated properly for approximately 20 seconds before it's too off to use without visible crosshairs on-screen. The Wii remote lasts a little longer but it's basically just as bad. |
2huwman:
I've uploaded a capture of the headset playing through the first level of HotD2. You can see the Touch controller and I've left the 'laser' line and contact points in so you can see it registering with the virtual screen (they're easy to turn off in the Virtual Desktop settings. At the end of the level I move the controller around in view so you can see how it lines up. It's basically perfect and doesn't have the tracking issues that the PSVR camera has. When you're actually wearing the headset the screen stays still and you just look around it as though it's a real object. It fills up pretty much my whole field of vision (as much as the Rift does, anyway), although you can obviously increase or decrease the size of the screen and have it as near or as far (virtually!) as you want. I messed up the boss at the end of the level, but you can see it's very responsive. The capture isn't that high res and may only be 30fps, but the game's really running 60fps and is smooth as you like! I'm going to try to get it running widesceen and with stereoscopic 3D for further immersion! |
Toasty833:
--- Quote from: Howard_Casto on January 09, 2020, 08:03:40 pm ---I realize that vr systems on the pc side of things are more sophisticated, but I'm going through Rush of Blood on the psvr and while fun, it seems to suffer from the exact same issues we have using camera based guns in a non vr capacity. When it works it's fun and I think it's worth the hassle to get it to work, but much like the wiimote sometimes the guns will get mal-aligned and you'll have to either compensate by aiming wrong or put your arms to their sides to re-calibrate. I think considering the extreme expense to get a pc vr setup (expensive pc + expensive headset) I'd be leery about jumping aboard just for the light gun games. --- End quote --- PSVR is using the same IR camera based move stuff that they had on the PS3 for TC4 and HotD4, which didn't work then and I can't imagine it working now, although I've never tried the system with PSVR. It's just too imprecise. OR uses a multi camera setup which is much more accurate, although I haven't tried it, and Valve's lighthouse tracking used on the Vive and Index has a positioning accuracy of less than 2mm, and I've never had an issue with using it for iron sights games. I certainly can't tell any difference in terms of accuracy, if there is any then the fact you're lining up with the virtual model instead of your actual hand eliminates any discrepancy. I'd say the only real issue right now isn't the tracking, but the resolution. It can be tough to get a decent sight picture at times, depending on the model you're looking at. --- Quote from: 2huwman on January 11, 2020, 05:54:59 am ---they're easy to turn off in the Virtual Desktop settings. --- End quote --- The problem I've found with virtual desktop is that I can't work out how to swap out my controller model for a gun. If I could do that, the program would be close to ideal, all I'd need to do would be to set up each game individually and launch a frontend for it. As is, without the ability to line up shots, it's not much better than an Aimtrak, because you're stuck using the laser pointer if you want any accuracy. EmuVR has a gun model, but it's a very poor zapper one, and you're forced to play with screen filters and a fully modeled room sapping your CPU cycles, non-adjustable screen sizes aside from a few presets, you have to fiddle around with unplugging consoles and inserting carts if you want to switch games, and you're limited to only retroarch titles. New retro arcade has a slightly better gun model, but the screens are tiny, it's MAME only, and you can only have a single light gun game in your arcade at once, which is just insanity. Hopefully, VR takes off at some point and we'll get something like Virtual Desktop with effectively universal support and lightgun models. Or, ideally, full on 3D support, but that's probably just a fantasy. |
Navigation |
Message Index |
Next page |
Previous page |