Battlescape on Oculus Rift?

There’s plenty of optimization to do but there’s plenty of new content to add, so I think it’s a bit early to claim it’d run well even rendering twice :slightly_smiling:

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Only just read about this game,looks awesome, but until VR is supported I’ll just sit here and wait…:sleeping:

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Hello and welcome to the forums!

The waiting game is one were all familiar with, I’ve been waiting since 2009, and some have been since beginning of the engine’s back in 2004.

Actually, afaik the engine does in face support VR, and the devs have played around with the Oculus. The main problem, however (and if you’ve read this thread I’m sure it’s also on there), is the fact that an entirely new UI will have to be built in order to use it.

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I totally agree about this in VR, How awesome would that be !

I have played SpaceEngine and Outerra Anteworld both in VR, and with this game its like putting them
both together all in one!

So I got Battlescape to work on my vive (sort of).
I purchased VorpX a while ago. Unfortunatly the VorpX injector doesn’t work for Battlescape.
However you can view your desktop with VorpX. I added Battlescape and the launcher to the to be excluded programs in VorpX.
Then I made a keybinding profile with the mouse set as the headview and the normal controls on my gamepad.
I started Battlescape in windowed mode, in the VorpX menu is a setting that allows you to use your head orientation as your mouse. I now adjusted the VorpX settings so that the screen filled my whole view.
Since my vives orientation now worked as a mouse and the game settings used the mouse as headview I now could look around.
Unfortunatly it is very hacky. My monitor only supports 60hz, so the game is shown in 60fps on my vive (haven’t tried it with vsync off yet, maybe its better and the vive can show the extra frames). The ingame headview is also very shoppy and the biggest issue, it doesn’t really allow for smooth looking around, that is even noticeable when playing the game normal.
Nevertheless seeing the game in front of the eyes and looking around is AMAZEBALLS!
I can’t imagine how awesome it would be in 3d (it is only 2d since the normal injection method doesn’t work as already mentioned) and with smooth looking around!!
I wish the devs would integrate basic SteamVR support, Vive and Occulus users would certainly go crazy!

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Here is a video of the game with headtracking on the vive.
Bonus: Exploding Critic

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You brute, I came in peace…

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Did anyone tried enable trackir5?

It looks so much better on video with natural head movement, way more real and less like “just another space game”.

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I did some further testing and I was able to improve the performance of VorpX. The only thing remaining now is the looking around that isn’t perfectly smooth in the game.
Here is a new clip. Cybercritic got his revenge this time.

@INovaeFlavien: Is there a slight chance that the looking around will be improved in the future? I think it would also be important for all the people that want to use other headtracking solutions, like freetrack for example.

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Define “improved” ? Are you just talking about performance ? If so yes, there are a lot of optmizations we haven’t done yet. Otherwise let me know what you have in mind as improvements.

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The TrackIR API is easy to implement and the SDK is free.

The TrackIR interface is used by lots of programs, not just the official TrackIR software.

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Thanks for the reply. I am talking about the ingame cockpit view that allows us to look around inside the cockpit. It feels a little choppy with a headtracker. Its difficult to explain but when I am turning my head the movement isn’t smooth, almost like it skips every second degree, not 1°, 2°, 3°, 4° but more like 1°, 3°, 5°, 7°, I hope that explaination is somewhat understandeable. As far as I could tell it isn’t framerate related, this impression is even noticeable when I play the game on my normal display in 75hz.

It should be possible even without proper implementation to use freetrack right now. You could emulate a mouse with freetrack and use a keybinding profile to bind the mouse to the view.
The problem I am having right now is that the movement doesn’t feel smooth.

I see. If your software is simply emulating a mouse, and free look when using an actual mouse is perfectly smooth, then doesn’t that suggest any choppiness is caused by the software you’re using?

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Here is that encounter from my cockpit, nice chase and an explosion.

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No the choppyness is also noticeable when moving the view with the mouse. Try to move the view with mouse or bound to a stick around, it is noticeable without headtracking.

Ah ok. I hadn’t noticed that. I’ll give it a try some time.

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I tested it again and I was wrong, there is nothing wrong with the headview, it is definitely framerate related.
Turns out zooming in on a game that runs in 60fps and viewing it with a headset magnifies how low 60fps can look.:disappointed:
Another thing is that the mouse emulation of VorpX in combination with the game isn’t ideal either.
The VorpX desktop viewer apparently drops frames randomly too, even with everything on low.

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It show what a difference any game is with head tracking (vr)

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