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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Eva Ersatz
New Eden Security Services
2
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Posted - 2014.02.05 19:00:00 -
[1] - Quote
I'm hugely excited about Valkyrie, and I was just wondering about the issue of player controls, and opportunities for immersion given that this is going to be a VR game.
I imagine that Valkyrie will include joystick support, and I think that it would do wonders for feeling "present" in the cockpit if, when the player glances down, it's possible to see the character's arm/hand moving a virtual stick synchronously with the player's actual movements. The same would be true for button presses on the ship's virtual console corresponding to keyboard commands, etc . . . Is that something that we can look foward to? |
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CCP Karuck
C C P C C P Alliance
202
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Posted - 2014.02.05 20:33:00 -
[2] - Quote
Eva Ersatz wrote:I'm hugely excited about Valkyrie, and I was just wondering about the issue of player controls, and opportunities for immersion given that this is going to be a VR game.
I imagine that Valkyrie will include joystick support, and I think that it would do wonders for feeling "present" in the cockpit if, when the player glances down, it's possible to see the character's arm/hand moving a virtual stick synchronously with the player's actual movements. The same would be true for button presses on the ship's virtual console corresponding to keyboard commands, etc . . . Is that something that we can look foward to?
I cannot give you a list of devices we are going to support at launch, but a joystick is going to be one of them (probably HOTAS support even).
What you are describing with the RL joystick moving in sync with the virtual one is called "passive haptics" and something I'm very interested in and doing tests with.
I'm also looking at and trying new controllers and hoping to support something if it's: Good enough and simple to implement.
- Senior Programmer on EVE: Valkyrie / @SiggiGG |
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ISD Rontea
ISD Community Communications Liaisons
281
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Posted - 2014.02.06 08:34:00 -
[3] - Quote
I hope EVE:Valkyrie will supported flying systems. Its a... you know how its comfortable and cool-Ä ISD Rontea Lieutenant -Æ-+-+-+-+-é-æ-Ç -¦-Ç-â-+-+-ï -+-+ -¦-+-¦-+-+-+-¦-¦-¦-ü-é-¦-+-Ä -ü -+-¦-Ç-+-¦-¦-+-+ Interstellar Services Department
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CCP Karuck
C C P C C P Alliance
207
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Posted - 2014.02.06 11:19:00 -
[4] - Quote
ISD Rontea wrote:I hope EVE:Valkyrie will supported flying systems. Its a... you know how its comfortable and cool-Ä
Yes I got one of those here, these are called HOTAS system (Hands On Throttle And Stick). - Senior Programmer on EVE: Valkyrie / @SiggiGG |
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Caviar Liberta
Moira. Villore Accords
422
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Posted - 2014.02.06 15:16:00 -
[5] - Quote
CCP Karuck wrote:Eva Ersatz wrote:I'm hugely excited about Valkyrie, and I was just wondering about the issue of player controls, and opportunities for immersion given that this is going to be a VR game.
I imagine that Valkyrie will include joystick support, and I think that it would do wonders for feeling "present" in the cockpit if, when the player glances down, it's possible to see the character's arm/hand moving a virtual stick synchronously with the player's actual movements. The same would be true for button presses on the ship's virtual console corresponding to keyboard commands, etc . . . Is that something that we can look foward to? I cannot give you a list of devices we are going to support at launch, but a joystick is going to be one of them (probably HOTAS support even). What you are describing with the RL joystick moving in sync with the virtual one is called "passive haptics" and something I'm very interested in and doing tests with. I'm also looking at and trying new controllers and hoping to support something if it's: Good enough and simple to implement.
Instead of a joystick I'd think some kind of interface that uses an interface like kinect where it captures your hand movements and translate to in game interaction. |
DaReaper
Net 7 The Last Brigade
115
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Posted - 2014.02.06 17:09:00 -
[6] - Quote
Caviar Liberta wrote:CCP Karuck wrote:Eva Ersatz wrote:I'm hugely excited about Valkyrie, and I was just wondering about the issue of player controls, and opportunities for immersion given that this is going to be a VR game.
I imagine that Valkyrie will include joystick support, and I think that it would do wonders for feeling "present" in the cockpit if, when the player glances down, it's possible to see the character's arm/hand moving a virtual stick synchronously with the player's actual movements. The same would be true for button presses on the ship's virtual console corresponding to keyboard commands, etc . . . Is that something that we can look foward to? I cannot give you a list of devices we are going to support at launch, but a joystick is going to be one of them (probably HOTAS support even). What you are describing with the RL joystick moving in sync with the virtual one is called "passive haptics" and something I'm very interested in and doing tests with. I'm also looking at and trying new controllers and hoping to support something if it's: Good enough and simple to implement. Instead of a joystick I'd think some kind of interface that uses an interface like kinect where it captures your hand movements and translate to in game interaction.
it already does, kinda, when someone was playing the demo there is a weapons system that is a line of sight missle, i.e. you have to keep your eyes on the target for the missle to hit, so as the target moved around you need to move your head to follow |
Eva Ersatz
New Eden Security Services
2
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Posted - 2014.02.06 18:58:00 -
[7] - Quote
Quote:it already does, kinda, when someone was playing the demo there is a weapons system that is a line of sight missle, i.e. you have to keep your eyes on the target for the missle to hit, so as the target moved around you need to move your head to follow
That's really cool.
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DaReaper
Net 7 The Last Brigade
115
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Posted - 2014.02.06 20:11:00 -
[8] - Quote
here is a link to the forum post with the guys blog in it https://forums.eveonline.com/default.aspx?g=posts&t=316092&find=unread |
The Antiquarian
Imperial Academy Amarr Empire
1857
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Posted - 2014.03.03 06:05:00 -
[9] - Quote
Great link. We need more of these reviews done by players. |
XxRTEKxX
That Escalated Quickly Nerfed Alliance Go Away
119
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Posted - 2014.05.21 21:56:00 -
[10] - Quote
Will there be TrackIR support? |
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CCP Karuck
C C P C C P Alliance
249
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Posted - 2014.05.22 09:42:00 -
[11] - Quote
XxRTEKxX wrote:Will there be TrackIR support?
No, there's no need for that when you have VR :) VR has far superiour tracking to TrackIR - Senior Programmer on EVE: Valkyrie / @SiggiGG |
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Kaeden Dourhand
Capital Fusion. Circle-Of-Two
29
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Posted - 2014.05.22 11:27:00 -
[12] - Quote
CCP Karuck, I was discussing immersion at length with a friend of mine the other day and we concluded that the most immersive setup for valkyrie would be a double joystick setup, replacing the two thumbsticks on the regular controller.
You have already stated there will be joystick support, but what about double joystick support? :p
Being able to roll and control velocity with one stick and pitch/etc on another, just as one example, would be legendary. |
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CCP Karuck
C C P C C P Alliance
249
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Posted - 2014.05.23 07:53:00 -
[13] - Quote
Kaeden Dourhand wrote:CCP Karuck, I was discussing immersion at length with a friend of mine the other day and we concluded that the most immersive setup for valkyrie would be a double joystick setup, replacing the two thumbsticks on the regular controller.
You have already stated there will be joystick support, but what about double joystick support? :p
Being able to roll and control velocity with one stick and pitch/etc on another, just as one example, would be legendary.
Unknown at this point. We do have HOTAS setups here (one "stick" is a dedicated throttle + utilities), but our way of controlling speed is a bit different from other games. It all comes down to how complex we want the controls to be, and by supporting a gamepad the options are a bit more limited than a normal PC game. - Senior Programmer on EVE: Valkyrie / @SiggiGG |
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Xindi Kraid
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
775
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Posted - 2014.06.03 07:23:00 -
[14] - Quote
CCP Karuck wrote:Kaeden Dourhand wrote:CCP Karuck, I was discussing immersion at length with a friend of mine the other day and we concluded that the most immersive setup for valkyrie would be a double joystick setup, replacing the two thumbsticks on the regular controller.
You have already stated there will be joystick support, but what about double joystick support? :p
Being able to roll and control velocity with one stick and pitch/etc on another, just as one example, would be legendary. Unknown at this point. We do have HOTAS setups here (one "stick" is a dedicated throttle + utilities), but our way of controlling speed is a bit different from other games. It all comes down to how complex we want the controls to be, and by supporting a gamepad the options are a bit more limited than a normal PC game. Can you expand on that at all? How do you guys control speed? |
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CCP Karuck
C C P C C P Alliance
251
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Posted - 2014.06.03 12:59:00 -
[15] - Quote
Xindi Kraid wrote:CCP Karuck wrote:Kaeden Dourhand wrote:CCP Karuck, I was discussing immersion at length with a friend of mine the other day and we concluded that the most immersive setup for valkyrie would be a double joystick setup, replacing the two thumbsticks on the regular controller.
You have already stated there will be joystick support, but what about double joystick support? :p
Being able to roll and control velocity with one stick and pitch/etc on another, just as one example, would be legendary. Unknown at this point. We do have HOTAS setups here (one "stick" is a dedicated throttle + utilities), but our way of controlling speed is a bit different from other games. It all comes down to how complex we want the controls to be, and by supporting a gamepad the options are a bit more limited than a normal PC game. Can you expand on that at all? How do you guys control speed?
Currently the ships fly forward at a set velocity, and you can get a temporary boost (afterburners) or brake. We are still playing around with this, and each ship will probably be a bit different :) - Senior Programmer on EVE: Valkyrie / @SiggiGG |
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Makoto Priano
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
6261
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Posted - 2014.06.03 13:14:00 -
[16] - Quote
Karuck:
What about a thrust slider, with 'retro braking' and 'afterburner' options? So if you want to take your time moseying in, you can. ;) Priano Trans-Stellar: elegant solutions for the State's needs. |
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CCP Karuck
C C P C C P Alliance
251
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Posted - 2014.06.03 15:47:00 -
[17] - Quote
Makoto Priano wrote:Karuck:
What about a thrust slider, with 'retro braking' and 'afterburner' options? So if you want to take your time moseying in, you can. ;)
That was the first thing we did actually. However VR is a tricky beast, and figuring out what gives you simulation sickness and what does not.
The reason we have the current velocity controls is split into a few reasons:
- VR simulation sickness. With velocity/acceleration changes you expect to feel a force, and get confused when its not there.
- Keeping controls simple. Adding thrust up/down does add complexity and requires more control mappings.
- In this kind of fast paced game, you don't really care about having 48.9% thrust. You mostly care about "temporarily going faster, with some resource/risk involved" and braking to dodge and break off chases
- Senior Programmer on EVE: Valkyrie / @SiggiGG |
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Makoto Priano
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
6264
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Posted - 2014.06.03 16:05:00 -
[18] - Quote
Fair enough! Mostly, I was thinking of these situations:
1) Approaching a dog-fight in progress; you need to pick off the heavies or support, so you start slow to give you time to search. I suppose a brake works in this case, but it -does- leave you as a no-deflection target.
2) Ambush. If the brake is a full retro-to-stop, then this works-- but holding a button is a pain. ;) The idea is that you're dodging behind an object, break, and they may not anticipate it as they've lined up a low-deflection shot, and you don't appear. They sail into your target range. Alternatively, a bait pilot lures pursuers into a prepared trap-- this'd require longer at full stop.
Still, 2) can be achieved with a brake, and 1) can be suboptimally achieved with a brake.
The VR sickness/acceleration/feeling-of-thrust thing, though, makes a lot of sense. Likewise on control mappings, if you're using a console controller as your base control option. Priano Trans-Stellar: elegant solutions for the State's needs. |
Xonus Calimar
CaeIum Incognitum
18
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Posted - 2014.06.03 20:00:00 -
[19] - Quote
CCP Karuck wrote: What you are describing with the RL joystick moving in sync with the virtual one is called "passive haptics" and something I'm very interested in and doing tests with.
I'm also looking at and trying new controllers and hoping to support something if it's: Good enough and simple to implement.
This would go a long way toward making the game really immersive. I'm guessing it would be limited to HOTAS setup though, unless you made different cockpit models for each scheme (center stick, HOTAS, dual sticks).
Get it close enough and you might fool your brain into thinking its your actual arm. Spooky.
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Eva Ersatz
New Eden Planetary Industries
4
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Posted - 2014.06.05 13:07:00 -
[20] - Quote
Xonus Calimar wrote:Get it close enough and you might fool your brain into thinking its your actual arm. Spooky. Yeah - I recently read an article on the BBC website describing "presence" experiments by psychologists using an earlier Oculus prototype. The subjects wore Oculus devices with cameras strapped on, and they were asked to synchronize their movements with another person. The subjects reported that they felt as if they had "swapped bodies." |
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Arline Kley
PIE Inc. Praetoria Imperialis Excubitoris
315
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Posted - 2014.06.05 14:13:00 -
[21] - Quote
Eva Ersatz wrote:Quote:it already does, kinda, when someone was playing the demo there is a weapons system that is a line of sight missle, i.e. you have to keep your eyes on the target for the missle to hit, so as the target moved around you need to move your head to follow That's really cool.
Here is a Video to prove the head motion in action (and yes, that is me in the uniform) I also apologise for the shakey camera, my brother was drunk at the time... Blessed are those that carry the Empress' Light; with it they destroy the shadows |
Xonus Calimar
CaeIum Incognitum
19
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Posted - 2014.06.05 17:42:00 -
[22] - Quote
Eva Ersatz wrote:Xonus Calimar wrote:Get it close enough and you might fool your brain into thinking its your actual arm. Spooky. Yeah - I recently read an article on the BBC website describing "presence" experiments by psychologists using an earlier Oculus prototype. The subjects wore Oculus devices with cameras strapped on, and they were asked to synchronize their movements with another person. The subjects reported that they felt as if they had "swapped bodies."
That's.. crazy.
Its amazing what a change of perspective can do.
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