I'm excited to announce some new experimental functionality for Rift. Support for the Oculus dev kits!
For those unfamiliar - Oculus VR (http://www.oculusvr.com/) has released two developer kits - DK1 and DK2 - which are head mounted displays that display a slightly different image for each eye, giving the illusion of a truly 3D view. Games don't work with this by default - additional work must be done to support it.
For Rift, that work is now at a point that we're interested in sharing it with players to get their feedback about the functionality, and to allow them to enjoy the experience of Telara in 3D. With that said here's a few important details / limitations:
- Oculus support in Rift is currently experimental, and we reserve the right to disable or remove it at any time.
- Direct mode is not supported at this time. You will need to use the "Extend Desktop" display mode.
- Framerate, unless you have an extremely powerful machine, is not at the recommended value at this time. At the moment, you should generally expect your FPS in Oculus mode to be half what it normally is.
- UI support is very minimal. The mouse cursor will only render on a single eye at a time, and you'll find that while accurate in the center of the screen, the further you move from the center of the screen, the less accurate it is.
- Oculus support is on PTS/Alpha *now* and will be on the Live shard with this week's hotfix (ETA: Wednesday US, Thursday EU).
- Oculus mode makes a couple existing lighting / shadow bugs in Rift more obvious. They're not too bad, but you may want to turn shadows off and/or lower lighting quality to 3, to avoid the worst of these issues.
With that said, if you're still interesting in trying this, here are the details:
- Make sure your Oculus headset is configured in Extend Desktop mode, not Direct mode.
- Start Rift normally and login to the game.
- Adjust your Rift game window to be the same resolution as your Oculus headset. (1920 x 1080 for the DK2, 1280 x 800 for the DK1)
- Activate Oculus mode with the following slash command: /oculus 1
- Position your Rift window so that it is on extended desktop of the Oculus device.
When you're done, you can turn off Oculus mode with a similar slash command: /oculus 0. At this time, Oculus mode will also turn off any time you trigger a loading screen.
If you need to reset the position and rotation tracking information, the following slash command is available: /oculusrecenter. You may wish to create a macro with this command and put it on an ability bar so you can trigger it quickly and easily from a key press.
Both first person and third person cameras are available. Just like when playing Rift normally, use the mouse wheel to move the camera closer (scroll up) or farther (scroll down) to your player.
Here's a couple screenshots of what Rift looks like in Oculus mode on a DK2:
Third person: (Akylios)
First person: (Regulos)
If you have an Oculus Dev Kit, please give Oculus mode a try - let us know how it works for you and tell us what you think. In particular - Any thoughts on what we should do to make the UI better and more usable?
One last disclaimer: No Nightmare Tide features were harmed in the coding of Oculus support. This was all done in evening / weekend time.