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Re: Oculus Rift Support?

Posted: 20 Apr 2013, 12:12
by DolAtoR
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!

Re: Oculus Rift Support?

Posted: 20 Apr 2013, 14:08
by grixm
DolAtoR wrote: 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).
I like your optimism but I think that's pushing it, heh. I guess the developers who made it work in just an hour used engines where the rift is already integrated such as Unity or Unreal.

Re: Oculus Rift Support?

Posted: 21 Apr 2013, 22:55
by TMarc
Just for information.
The German computer magazine c't (edition 10/2013) has printed a preview of the development kit.
It is a huge step forward to bring VR to the masses, it looks very promising.
However they write that the resolution is still reduced, the final version of the VR goggles might have FullHD resolution (half the width for each eye), and the refresh rate of the display is only 60Hz.
Three different sets of lenses are provided, people with glasses might have difficulties to use the VR goggles.
And despite the head tracking itself is very fast, playing fast games will most likely cause motion sickness at least in the first attempts.
Slower games are more suitable at the moment, besides not many are supported yet directly.
They also wrote about a third-party driver that supports different games without need of modiying them.

Source (full article for purchase only).

Re: Oculus Rift Support?

Posted: 01 Jun 2013, 18:29
by Kame_Sennin
I have the Oculus Rift, and yes, it's amazing :)

Is there any chance Trackmania will become Compatible ? Trackmania would be so awewome experience... Head Tracking, full FOV, 3D... There is a little demo, with a car in a looping, i instantly thought of Trackmania !!!


pleeease sivoupllaiiiit :D

Re: Oculus Rift Support?

Posted: 01 Jun 2013, 18:42
by Kame_Sennin
And it's not a question of "slow games" or "fast games", not at all. It's just a question of what kind of camera, what do you move in the world.

A car game is just perfect. FPS are different, and is a lot more subject to "nausea".

You can find a lot of information about "how you feel in oculus" on the internet right now.

Trackmania []D~~ (it's a guy wearing an oculus <_< )

Re: Oculus Rift Support?

Posted: 03 Jun 2013, 20:12
by simsete
I just registered to ask you guys to please support the Oculus Rift.
If not the OR in particular, a simple cockpit camera with mouse-controlled yaw and pitch would suffice.
Pretty please.

Re: Oculus Rift Support?

Posted: 20 Jun 2013, 22:20
by LordJuanlo
As a proud user of the Oculus Rift development kit and long-time Trackmania fan, I want to raise my hand in favor of Oculus Rift support for Trackmania series! :yes:

Re: Oculus Rift Support?

Posted: 25 Apr 2014, 21:06
by eyebo
Hylis posted on the Oculus forums last month (March 20, 2014).
Hylis wrote:Trackmania 2 will be compatible with Oculus Rift in the upate coming next month.

Re: Oculus Rift Support?

Posted: 26 Apr 2014, 14:19
by Citiroller
:yes: Yeah! The only thing I still need is an oculus rift ;)