GT6 and Oculus Rift?

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Would you play GT6 with Oculus Rift if it ever gets supported?


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syntex123

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Wouldn't it be cool to play GT6 with Oculus Rift?
IMO, it would be pretty cool, would get more realistic. People complaining about an setting to remove the steering wheel would be satisfied, wouldn't you/they?

Give me your opinions about this.
 
I'm not interested in using some virtual reality headset in my virtual reality so I can experience a virtual reality.
 
I'm not interested in putting some virtual reality in my virtual reality so I can experience a virtual reality.
That isn't how it works.


There's already a substantial thread for this, but it does lack the poll I think.
https://www.gtplanet.net/forum/threads/oculus-rift-virtual-reality-and-gt6.279460/

I'd be very interested to try it out, as the only real alternative is triple screens, which work fairly well but aren't practical for me any more (and certainly not in GT / on PS3...). Sony's headset had better be generally compatible, or I won't be interested.
 
From what I hear the biggest problem with these is the screen door effect from seeing the black edges between the pixels that are very close to your face.

Would these give you true peripheral vision? And if so, are developers easily able to support that? Those would be important factors for me.
 
From what I hear the biggest problem with these is the screen door effect from seeing the black edges between the pixels that are very close to your face.

Would these give you true peripheral vision? And if so, are developers easily able to support that? Those would be important factors for me.

Devs can very easily support that, on PCs system architecture. And i haven't tried on, but they seem very cool, and Ive worn Google Glass, and they have no issues with pixelation or anything.
 
I saw that one too when I searched, @Griffith500 . But I thought it didn't have the same "meaning" as mine. But perhaps it is, depending on the view. And sure, triple screen could work, but as mentioned by @sk8er913 it would be cool to turn your head to check the mirrors.

Good point, @Sick Lenny . The pixels is a main concern. I can't use regular computer screens just because of the pixels :lol: Damn you, Retina display.

As for peripheral vision, it might work up to some angle, and then you'd have to turn your head. And that's the interesting bit, imo at least.
 
From what I hear the biggest problem with these is the screen door effect from seeing the black edges between the pixels that are very close to your face.

Would these give you true peripheral vision? And if so, are developers easily able to support that? Those would be important factors for me.

It basically takes the function of the "turn" or "aim" stick in an FPS for example so that it tracks with head movement, and renders that same image that would appear on your tv screen, onto the screens in the headset. Your peripheral vision will be limited to the width of the glasses and whatever angle that brings with it, but a quick turn of the head will allow you to see cars beside you, into your mirrors, apex's etc.

Try this:

http://www.edge-online.com/features/virtual-reality-on-ps4-and-xbox-one-the-real-next-gen/
 
If it was implemented into a helmet that would be cool

That would be so awesome.

It basically takes the function of the "turn" or "aim" stick in an FPS for example so that it tracks with head movement, and renders that same image that would appear on your tv screen, onto the screens in the headset. Your peripheral vision will be limited to the width of the glasses and whatever angle that brings with it, but a quick turn of the head will allow you to see cars beside you, into your mirrors, apex's etc.

Good point. And as for the "turn" / "aim" stick as you said, weell, tracking head movement is possible in GT5 using the EyeToy Camera. So based on that, plus more side-to-side when you actually turn your head. Gah that sentence was hard to make clear. I'm tired, blaming that. Hope I made myself clear on that one. :lol:
 
Sounds cool then, likely the hardest part would be to adjust to the change in view control from a stick to your head movement, or vice versa once you have gotten use to the Rift.
 
True. And one thing that would be quite vital, is the "starting position". Not too low, not too high, not too far and not too close. Haha that was a lot of "not toos" :dunce:
 
That would be so awesome.



Good point. And as for the "turn" / "aim" stick as you said, weell, tracking head movement is possible in GT5 using the EyeToy Camera. So based on that, plus more side-to-side when you actually turn your head. Gah that sentence was hard to make clear. I'm tired, blaming that. Hope I made myself clear on that one. :lol:

This is possible in GT5?
 
From what I hear the biggest problem with these is the screen door effect from seeing the black edges between the pixels that are very close to your face.

Would these give you true peripheral vision? And if so, are developers easily able to support that? Those would be important factors for me.

The resolution and quality of the screen in the development prototypes is much lower than they intend for the "consumer" version. That's something that will be fixed, but won't be "retina" levels first time out.

They have about 120° of horizontal FoV, if I remember correctly. So about 2/3rds of full horizontal vision, which is much better than a typical free-standing single-screen setup (about 30°, I think). Obviously, you don't really look through your peripheral vision, it's just there as extra information in real life too.

But people should try it for themselves in the right games, the looking around thing is meant to be crazily natural, responding to peripheral cues and instinctively turning your head and eyes to see it properly.
Oculus are working with developers, but they apparently (according to the other thread) won't be offering anything to consoles until it's ready to sell.
 
That would be so awesome.

Good point. And as for the "turn" / "aim" stick as you said, weell, tracking head movement is possible in GT5 using the EyeToy Camera. So based on that, plus more side-to-side when you actually turn your head. Gah that sentence was hard to make clear. I'm tired, blaming that. Hope I made myself clear on that one. :lol:

It's clear but the difference is, with the eye, you turn your head, the image turns on the screen, but the screen doesn't move with your eyes. With this technology, the screen moves with your head so you're always looking straight ahead as your normally would when you turn your head. Should be much more natural.
 
This is possible in GT5?

Yes, it is. Moving closer and further away and "adjusting height" works fine. But regarding looking to left/right doesn't do much. Maybe a little bit. (Might be because of low-light in the room, idk)

It's clear but the difference is, with the eye, you turn your head, the image turns on the screen, but the screen doesn't move with your eyes. With this technology, the screen moves with your head so you're always looking straight ahead as your normally would when you turn your head. Should be much more natural.

Yeah that's true. That would be a problem because you would normally just flick your eyes to the side BEFORE moving your head. So I guess if the OC was implemented with the stuff the air force do for fighter jet pilots, which scans their eye to see what they're looking at. But that would be years before that MIGHT be implemented for gaming use.
 
The resolution and quality of the screen in the development prototypes is much lower than they intend for the "consumer" version. That's something that will be fixed, but won't be "retina" levels first time out.

They have about 120° of horizontal FoV, if I remember correctly. So about 2/3rds of full horizontal vision, which is much better than a typical free-standing single-screen setup (about 30°, I think). Obviously, you don't really look through your peripheral vision, it's just there as extra information in real life too.

But people should try it for themselves in the right games, the looking around thing is meant to be crazily natural, responding to peripheral cues and instinctively turning your head and eyes to see it properly.
Oculus are working with developers, but they apparently (according to the other thread) won't be offering anything to consoles until it's ready to sell.

True, it is a big improvement. My main point about full peripheral applies to GT/racers mainly, as I believe the true sense of speed will only come from having full peripheral, as we all know that part of your vision is most sensitive to movement and gives much less info on actual detail. This is one of the key pieces in my mind that will be needed to get us closer to a true sim racing experience (sound and full g-force feedback being the other two). Peripheral and sounds are already doable/and (relatively) affordable with the tech we have now. I am not holding out hope for an affordable in-home hydrolic rig to get me the illusion of accelerations though :lol:.
 
True, it is a big improvement. My main point about full peripheral applies to GT/racers mainly, as I believe the true sense of speed will only come from having full peripheral, as we all know that part of your vision is most sensitive to movement and gives much less info on actual detail. This is one of the key pieces in my mind that will be needed to get us closer to a true sim racing experience (sound and full g-force feedback being the other two). Peripheral and sounds are already doable/and (relatively) affordable with the tech we have now. I am not holding out hope for an affordable in-home hydrolic rig to get me the illusion of accelerations though :lol:.

Imagine this with Oculus Rift.. :lol:

THAT would be pretty intimidating.
 
True, it is a big improvement. My main point about full peripheral applies to GT/racers mainly, as I believe the true sense of speed will only come from having full peripheral, as we all know that part of your vision is most sensitive to movement and gives much less info on actual detail. This is one of the key pieces in my mind that will be needed to get us closer to a true sim racing experience (sound and full g-force feedback being the other two). Peripheral and sounds are already doable/and (relatively) affordable with the tech we have now. I am not holding out hope for an affordable in-home hydrolic rig to get me the illusion of accelerations though :lol:.
Or this:

 
Awesome!
I would almost sell my car for that rig (with an OR as well of course). I can imagine that setup with the screen inducing sea sickness in lots of people! I wonder if the warranty on that thing covers barfing on it?
:lol:

(Edit: Griff beat me to the vomit...)

:gtpflag:Hahahahahaha :D:D:crazy::drool::lol::lol:👍

Edit: I'm sure a 12-month vomit warranty is included. :D:tup:
 
Or this:


That one looks very slick, but seems not as much G-feedback as the other one (probably less ralphing as well with a monitor). I don't know guys, which one are YOU asking Santa for???

Edit: Does it come with the 360 whole room monitor shown? This could be a tough call...
 
Last edited:
I would ask for a real car. Without the tires and engine. just hook up some home-made hydraulics to where the wheels was, and then you're good to go!
 
Awesome!
I would almost sell my car for that rig (with an OR as well of course). I can imagine that setup with the screen inducing sea sickness in lots of people! I wonder if the warranty on that thing covers barfing on it?
:lol:

(Edit: Griff beat me to the vomit...)
I'm not trying to nit pick but, I might need the ER after an endurance race on that thing. The concept is great but, it needs some fine tuning. I don't know many cars that have that much dive, pitch, and roll when you break, accelerate, and steer. It looks fun yet exhausting.:scared::nervous::ouch::):)
 
I'm not trying to nit pick but, I might need the ER after an endurance race on that thing. The concept is great but, it needs some fine tuning. I don't know many cars that have that much dive, pitch, and roll when you break, accelerate, and steer. It looks fun yet exhausting.:scared::nervous::ouch::):)
Well, the idea is not to replicate pitch of the car during those times, it's to replicate the g-forces/acceleration you feel gassing/braking/cornering. the only way to do that standing still is using gravity. This is where the OR would help because you would feel those things without seeing the world tilt around you.
 
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