TMT VR on Oculus, Htcvive and PlayStation VR on 8 November!

Discuss everything related to Trackmania Turbo.

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rat_in_car
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Re: TMT VR on Oculus, Htcvive and PlayStation VR on 8 Novemb

Post by rat_in_car » 28 Nov 2016, 21:52

My Trackmania Turbo updates. I have no VR hardware but... any bugfixes and improvements for non-VR players in this version?

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Miss
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Re: TMT VR on Oculus, Htcvive and PlayStation VR on 8 Novemb

Post by Miss » 29 Nov 2016, 10:22

It last updated 13 days ago to fix this issue.

As for the VR update in itself, doesn't seem like there's that many improvements or bugfixes besides the implementation of VR, except possibly the rendering engine getting a little bit improved, and you can now put offzone in the Trackmania editor.
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Re: TMT VR on Oculus, Htcvive and PlayStation VR on 8 Novemb

Post by mvv0105 » 13 Dec 2016, 15:16

Miss wrote:you can now put offzone in the Trackmania editor.
100/10
MP4 HYPE

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Miss
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Re: TMT VR on Oculus, Htcvive and PlayStation VR on 8 Novemb

Post by Miss » 13 Dec 2016, 17:39

I doubt that offzone in TM is going to be in the MP4 UI, but okay. :P (Considering the entire VR update literally only adds VR and some VR-related rendering things, this seemed like an off-branch hacked-together update for Turbo), unless of course a bunch of that hacked-up code is merged back into MP4, which seems like a weird thing, judging by some of the class names..
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Re: TMT VR on Oculus, Htcvive and PlayStation VR on 8 Novemb

Post by isamu » 29 Dec 2016, 11:37

I will be trying out the game in my Oculus Rift when I get home in a few hours. Before that I must ask why didn't Nadeo simply port the whole game to VR and allow us to play ALL existing and usermade tracks in VR? Why restrict it to only 40 tracks? Also why now allow us to race exclusively in first person view? Being forced to watch our car from behind in third person view is unfair, breaks immersion and really defeats the purpose of driving a car in virtual reality.

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Re: TMT VR on Oculus, Htcvive and PlayStation VR on 8 Novemb

Post by Hylis » 29 Dec 2016, 13:48

The goal is to prevent people from getting sick of trying to find the best way to not being sick: cameras & maps have then been adapted to help this. If we have said to people to find the right moment in the maps that makes them less sick, the right places where first person is really of value, then they would have to become sick to know. And of course, we know that some people can tolerate more, but it's less in the spirit of Turbo to put a motion sickness level where you would have to stop when it becomes tro much. And I hope you will appreciate nonetheless ;)

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Re: TMT VR on Oculus, Htcvive and PlayStation VR on 8 Novemb

Post by Miss » 29 Dec 2016, 15:12

Hylis wrote:The goal is to prevent people from getting sick of trying to find the best way to not being sick: cameras & maps have then been adapted to help this. If we have said to people to find the right moment in the maps that makes them less sick, the right places where first person is really of value, then they would have to become sick to know. And of course, we know that some people can tolerate more, but it's less in the spirit of Turbo to put a motion sickness level where you would have to stop when it becomes tro much. And I hope you will appreciate nonetheless ;)
And this is a very good thing, because it shows that the developer knows how the VR platform works. :thumbsup:
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Re: TMT VR on Oculus, Htcvive and PlayStation VR on 8 Novemb

Post by isamu » 30 Dec 2016, 22:52

Hylis wrote:The goal is to prevent people from getting sick of trying to find the best way to not being sick: cameras & maps have then been adapted to help this. If we have said to people to find the right moment in the maps that makes them less sick, the right places where first person is really of value, then they would have to become sick to know. And of course, we know that some people can tolerate more, but it's less in the spirit of Turbo to put a motion sickness level where you would have to stop when it becomes tro much. And I hope you will appreciate nonetheless ;)
Thanks for the reply Hylis. I understand your point and it's a fair one. But if it's at all possible, can you PLEASE consider giving the player the option to play in first person view in VR? I just tried the VR mode and I really cannot stand playing in the behind the camera view, it's making me sick/nauseous. Feels too unnatural :(

xzor
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Re: TMT VR on Oculus, Htcvive and PlayStation VR on 8 November!

Post by xzor » 12 May 2017, 00:47

Hey wuzzup any update here? Are you guys planning to make VR accessible on all custom maps, and maybe even allow players to change the camera setting as it was before 1,2,3 but in VR? Thank you.

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Re: TMT VR on Oculus, Htcvive and PlayStation VR on 8 November!

Post by jhs » 18 Oct 2017, 20:27

Will be supported new VR devices in now released wave Windows Mixed Reality (Acer, HP, Dell,Lenovo, Samsung)??

Thx for answer.

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