I put in some good hours on the demo map and thought I would share some of the results. This is also the same map that Kris showed in his post the other day.
This is a multi-purpose map that we are using to test out various game types, profile performance, use for various visual benchmarks and prototype day/night/weather setups. It will also be the map that will first be released in a public preview build.
Spent a good amount of time on replication this week. Original plan was to use a system that converting loadouts from a JSon formatted loadout to a replication friendly version that would then be updated and sent from server-to-clients as required. This worked fine, but was never quite as easy as I would have liked.
An Oculus Rift DevKit arrived near the end of May. I was hoping to have some footage of its use in Ground Branch, but alas, I don’t have the UE3 Oculus Rift SDK (yet). Rather frustrating, as it is fairly awesome, despite being low-res.
The Oculus Rift development kits have begun shipping to developers and despite the relatively low resolution and missing head translation, much praise is being heaped upon them.
Will Ground Branch be supporting it?
The short answer is, yes.
The long answer is, $#&@ yes.
The Rift brings a lot to the tactical FPS genre, not to mention gaming and non-gaming alike. The only issue the Rift has is that there are no decent interfaces to go with it – we’re stuck using a mouse/keyboard combo or gamepad.
The problem with any new device is getting past the super-human accuracy we are given when we use a mouse. Any non-mouse implementation will either need to match a mouses accuracy or provide a substantial benefit above and beyond this limitation.
You can see an interesting way of using a Razer Hyrda in the following video:
I could see an implementation similar to this that replaces aiming, sprinting, reloading and the like with simple realistic hand movements.
Reload?
Hand to magazine, hold trigger.
Sprint?
Both hands down.
Melee?
Swing weapon out.
Not only more immersive, but faster and with more control then a button press.
Will that be enough to make up for the lack of accuracy?
I don’t know.
I really don’t want to see “no mouse/keyboard” servers, but wouldn’t be surprised if it happens.
Took care of a several issues related to the true first person viewpoint and thought I’d share a quick in-game vid of it in action. I’m not sure why, but the volume of my voices alternates a bit in the uploaded version. I’ll try to figure out why before the next vid.
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