Re: Oculus Rift Support?
Posted: 20 Apr 2013, 12:12
I just registered to pledge my support for a Oculus Rift version of the game.
I have played endless hours of Trackmania, it is (and will probably always be) my favorite racing series. Giving it Oculus Rift support would upgrade the racing experience ten-fold.
Also, like grixm said, this will be a profitable business decision. All the future Rift owners (and if you tried it – like I did – you'll know that this thing will have a huge market in the coming years) will want to play a racing game that gives them the feeling to race at 800 km/h
This would also be great for all other Mania titles, it really enhances the immersion factor ten-fold.
You also have to keep in mind that it only takes a few days to get this properly implemented. According to most developers, the SDK is so good that integrating basic Rift support only takes one hour. The "few weeks" like in TF2's case are no benchmark, since Valve did some very extensive research into control schemes - something that wouldn't be necessary in Nadeo's case, since Valve also published their experiences so that other developers can learn from (TF2 Wiki and "What we learned from porting TF2 to Virtual Reality" at GDC 2013).
So, please integrate Rift support, Nadeo! I would love you even more if you did!
I have played endless hours of Trackmania, it is (and will probably always be) my favorite racing series. Giving it Oculus Rift support would upgrade the racing experience ten-fold.
Also, like grixm said, this will be a profitable business decision. All the future Rift owners (and if you tried it – like I did – you'll know that this thing will have a huge market in the coming years) will want to play a racing game that gives them the feeling to race at 800 km/h

This would also be great for all other Mania titles, it really enhances the immersion factor ten-fold.
You also have to keep in mind that it only takes a few days to get this properly implemented. According to most developers, the SDK is so good that integrating basic Rift support only takes one hour. The "few weeks" like in TF2's case are no benchmark, since Valve did some very extensive research into control schemes - something that wouldn't be necessary in Nadeo's case, since Valve also published their experiences so that other developers can learn from (TF2 Wiki and "What we learned from porting TF2 to Virtual Reality" at GDC 2013).
So, please integrate Rift support, Nadeo! I would love you even more if you did!