Battlescape on Oculus Rift?

Too right, I there are a few games that I play with Head tracking like ARMA 3, I’d like to think that its kinda mandatory if you fly a helicopter or jet, which is what I primarily do in there. Kinda need it in the case of helicopters or Vtols just so you can keep proper track of your references while landing in tight spaces.

Anyways, I do own the first Consumer model of the Rift, and it looks like it will be great for using it with battlescape along side my Hotas Warthog.

Question is, how do I go about using the Rift with the game? Does it natively stream to my rift or do I need to use VorpX? I know that a lot of games, Particularly games that use Battleye (bastards) as anti-cheat protection, don’t like VorpX as it injects itself into a DirectX based game in a way not dissimilar to a wall hack or aimbot does.

I want to make sure that its ok to use VorpX before I do so as I wouldn’t want to get banned from the game in case there is some sort of Anti-cheat worked into this game.

@Playbenni: If you used VorpX for that, and the game supports Track IR, you can use OpenTrack to capture the head movements of your HTC or Rift headset and stream that into the game as Track IR information. No need to bother with the weird Mouse control VorpX has built in.

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You can use VorpX no problem (only 2d thought). I don’t believe Battlescape has some anti-cheat software built in, but I could be wrong.
Assigning the headview input events to the controller emulation in vorpx works flawlessly, but it’s a bit of a hassle.

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Thats cool, I mostly want to use my rift for that full on 1 to 1 ratio head tracking.

I do kinda hope you are wrong. if they don’t whats to stop someone from making a unlimited shield/health/ammo hack? could really mess up the game place and the scale of the battles.

Yeah thats why I prefer to use Opentrack for that. I haven’t really messed with VorpX for a while now. but last time I did, I only noticed that the head tracking emulation on VorpX was a bit shit. and it natively starts to emulate the headmovement as mouse inputs. was a point where I couldn’t even navigate the VorpX menus anymore with the mouse. really annoying.

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All the important game info is server side afaik, so there is no way to hack the game.

Ah that’s good.

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Don’t say it like it’s a challenge, someone might prove otherwise.

But yeah it’s way harder when the server has the final say over everything and the client isnt trusted implicitly.

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Now that gen 2 VR hardware is here, it’s time to revisit maybe ? resolution has been improved, tracking too… In-cockpit games are the golden use case for VR.

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Even without 2nd gen VR just makes sense. I’ve been working in the VR industry since 2015, I played Elite: Dangerous for some 900 hours on PS4 and jumped to PC just to access that VR support. The difference in immersion is night and day, I’ve played now for over 400, must be closer to 500 hours on PC, all in VR, and there’s no way I would go back to pancake mode. I play on Rift CV1 and HP Reverb, sure, the latter has a much better resolution, but I’m saying, I have no problem playing on the original 1st gen Rift.

Cockpit games and scifi games are just perfect for VR since you can basically just port a screen-based GUI into flat screens within VR, and cockpits are an effective VR sickness mitigation.

I’m looking for a decent competitor for Elite and this just might be it, but it’s going to be real hard to make that purchase decision just out of support for the developers, as I’m sincerely not very interested in playing any first person flight or space game without VR anymore. YMMV of course but this is how I feel. So, fingers crossed, hoping VR support is on the roadmap.

If that’s a deal breaker that’s fine, totally understandable, just don’t forget about us when we’re in a more advanced stage of development and check back if / when we’ve added VR :wink:

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Don’t get me wrong, I understand if you look at the numbers and just decide there’s no business case for VR. Consumer VR is still in its infancy, it’s also why our VR company is operating strictly in B2B space right now. It’s just that headsets are quickly approaching the price point of HOTAS systems, the new user onboarding process is nearly plug & play, and VR is just a perfect match for cockpit based games in general. I think it makes sense to start preparing as my bet is that there will only be an increasing pressure for VR support in the future.

I’ll be definitely keeping an eye on your progress, and I am considering getting the game just to support you guys. Elite is a wonderful game that suffers from incredible design flaws and the whole space combat sim genre needs some serious competition. Even an announcement of planned future support for VR could seal the deal for me – a prepurchase of sorts.

Regardless, good luck! Hope the game turns out to be a massive success.

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It’s not that there’s no business for VR, but how do we justify spending time on VR right now while the game still has technical trouble, is too hungry for video ram, misses content, misses custom loadouts or the competitive ladder, and a zillion of other things ? There’s a reason we entered Early acess and not release :wink:

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Fair enough, sounds like SW dev business as usual.

Anyways.

I gave it some thought and bought the game anyway. At least now you know I’ll be a pain in your butt until VR gets added. :slight_smile:

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