GW2, VR, and VorpX

GW2, VR, and VorpX

in Guild Wars 2 Discussion

Posted by: saviornt.7351

saviornt.7351

So with my brief look into Guild Wars2 in VR with using VorpX, the game doesn’t seem too bad, with the exception of the lack of headtracking and of course, the user interface.

I understand that it has been said that the developers do not have the time (not that it is impossible to do, everything is possible given enough resources) to implement the UI, however, it would be something that the team may want to look at as an expansion / DLC that players could purchase.

For the UI design, if the designers could decrease the horizontal size and move it up a bit so that it is in view, with the side bars moved inwards (again, so that they are in view), this would work.

As for the camera, all that would be needed is to allow the headset to control the rotation and zoom of the camera – so that if the player leaned in, the camera would zoom into the character a bit, if they leaned back, then the camera would zoom out a bit. For the more “exaggerated” zoom amounts, the mouse wheel is fine.

The downside is of course, that the game is keyboard and mouse controlled, but the players could either use a work-around, such as VoiceAttack, or use their muscle memory to use the keyboard. The developers don’t need to worry about that.

I just figured that I would add my thoughts on the matter and how it could work with “minimal” change in the game.

Of course, the “best” solution would be to have a “true” first person mode with all of the animations and stuff involved, however, the time spent doing this would not be worth it at this stage in the game.

GW2, VR, and VorpX

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Posted by: Devata.6589

Devata.6589

I do wonder how many people are / would be interested in VR-support for GW2, but I do think, good native VR support would be a good feature to release with HoT and could even be a selling-point.

There are coming two VR-sets to the market very soon. Vive will be released in December of 2015 and Oculus VR will be released Q1 of 2016. So you are probably talking about 1 to 3 months after HoT gets released. One of the major issues to overcome, outside of the UI is that the major VR API’s (GameWorks VR and the Oculust Api) require DX11 / 12.

I do not think proper first person view (I am guessing you mean that you can also see you hands and stuff?) is required. Especially because I don’t think playing GW2 with VR will give the best experience in first person view. Especially when fighting in groups that would be a mess. 3th person would imho be best, only now you can look all around you, and the head of the character follows the movement of your head.

Anybody else here interested in VR for GW2?

GW2, VR, and VorpX

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Posted by: Jimmy.8402

Jimmy.8402

4 months with no reply… maybe there’s another thread out there somewhere, oh well.

Although it looks like I will not be participating in the first wave of consumer vr hardware, I’ve thought a lot about vr interface for gw2. Obviously, a fleshed out 1st person view would be wonderful, however with situational awareness being so important for this game, I believe the focus should be on polishing the 3rd person ui. And what I think would be great is building 3rd person vr ui around the idea of the player controlling a stealthed asuran hovercraft. The current ui would be mapped to fixed dashboard elements. Based on the positive responses from the psvr game rigs, it seems that having the fixed reference of a mech-like kittenpit can allow players to experience more extreme movement without the sim sickness.

At any rate, if anet announced vr support, I would sell whatever it took to get on board.

GW2, VR, and VorpX

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Posted by: Jimmy.8402

Jimmy.8402

Looks like the forum auto changes kitten p i t to kittenpit, lol.

GW2, VR, and VorpX

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Posted by: Jimmy.8402

Jimmy.8402

Really, anet? I am trying to reference the place where a pilot sits to control a plane or other mechanical transportation vehicle. Pilots do not sit in kittenpits!!!