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Vendetta Online Becomes the First MMO To Launch Support For the Oculus Rift.

Unknown Lamer posted about a year ago | from the enter-the-multiverse dept.

Input Devices 48

Incarnate-VO writes "Many-platform space MMORPG Vendetta Online has added another first, with the official launch of support for the Oculus Rift family of head-mounted VR displays. The VR adds another level of immersion to the twitch-combat space title." A few limitations: Windows only (because the Rift only supports Windows), some effects are disabled, and the developers still want to tweak things like the HUD. But it's a good first step, and supports both the low-res and high definition revisions of the Occulus Rift.

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Windows only? (3, Funny)

Anonymous Coward | about a year ago | (#44371427)

Fuck that. They should be giving it away for FLOSS Everyting shuld be free. People shouldn't get paid for their work. Except me; I'm in software development.

--
BMO

Re:Windows only? (1)

slashmydots (2189826) | about a year ago | (#44371801)

Do you know what it would do to the release date if they supported Apple and Linux?

Re:Windows only? (1)

Anonymous Coward | about a year ago | (#44372035)

Nothing?

Re:Windows only? (0)

Anonymous Coward | about a year ago | (#44372649)

Keep to middle management or sales, whichever it is you do where you work. Thanks.

Re:Windows only? (0)

Anonymous Coward | about a year ago | (#44372173)

We're open source zealots - we don't have a fucking clue about anything!

Re:Windows only? (1)

Billly Gates (198444) | about a year ago | (#44373387)

Wrong according to saint RMS you can charge for support!

I mean anyone can just use the service and program free of charge and how many of these geeks would love to spend $1999 for an enterprise edition support contract annually so they can have the privilege of chatting with Mike in India who asks if they restarted their computers?

In other news... (-1, Troll)

Anonymous Coward | about a year ago | (#44371475)

In other news, 9-year-old, irrelevant game adds support for hardware product that next to no one owns. *fap* *fap* *fap*

Yep, it's 9 years old, and lots of people still (1)

DRAGONWEEZEL (125809) | about a year ago | (#44371567)

Yep, it's 9 years old, and lots of people still play it. Just like TF2, World fo Warcraft, and a lot of other titles.

Re:Yep, it's 9 years old, and lots of people still (0)

Anonymous Coward | about a year ago | (#44371783)

Can't wait for Dark Age Of Camelot to implement it!!!!!

--- just kiddin

HEHE (1)

DRAGONWEEZEL (125809) | about a year ago | (#44372065)

I'll be stuck playing SC2 for a while, but probably not 9 yrs... :)

Re:HEHE (1)

tibman (623933) | about a year ago | (#44377017)

You might be. SC3 could take another 9 years to make : /

Chicken and egg solution (4, Insightful)

Immerman (2627577) | about a year ago | (#44372687)

Isn't that the point though? The big problem with any new tech is the "chicken and egg" issue - why would you buy an expensive blueray player when there's not many movies available for it, and why would the publishers make the expensive new discs if nobody has the equipment to watch them? The market stays tiny for a long time until a critical mass builds, and then the market suddenly takes off, or the products fail. Same general thing with VR helmets/games - Who would buy a VR helmet with no games except for hobbyists? And who would make games for a helmet nobody has? There's a very real risk that this could be one of the many failed technologies that fell by the wayside for lack of market penetration (8-tracks anyone?)

In this case they came up with a potentially great solution - there's plenty of hobbyists among those who make games and mods, so they marketed first to them. What better way to play with your new toy than to get VR support working in your game? And once you have VR support working why not polish it up a bit and add it to your public release, so you can hopefully cash in on some of the people with new VR helmets that are looking or supported games? Then with the second, consumer-oriented helmet production run/marketing campaign you have a fair-sized library of supported games right out of the gate. Maybe it's mostly older games that lack some of the "flash" of the newer titles, but they're also largely games that are compelling enough in some fashion that they have withstood the test of time and still have a decent number of players. And most importantly there's a fair chance your potential new VR customers have one of their favorite games supported out of the box, and know that there's at least a year or two backlog of games they've never played before already available with VR support. Makes it a much more compelling buy, don't you think? Especially considering that at least some of those gamers are considering holding off on a system upgrade to buy a VR helmet instead.

I for one am chomping at the bit to try out some VR gaming, but didn't even consider getting in on the first release - I've already got a TrackIR that does head-tracking in several flight and racing sims (not nearly as immersive as VR, but still impressive and improves situational awareness dramatically), but ran into the problem that there really aren't that many games that support it. The AAA titles all do, but most of the zany casual stuff doesn't, and things like FPSs and other non-simulation games that would leverage it wonderfully mostly don't support it. If I can be assured that I can get at least a handful of good games, and dozens more "maybes", I'll be seriously considering getting in on the second run Oculus (or maybe the third run if the second hasn't upgraded the screen) - I'd expect to get at least as much enjoyment and novelty out of it as I would a new video card or anything other upgrade I could get for the same price range.

Hmm, just had another thought - even if it doesn't catch on immediately in the consumer market I bet you there's a pretty good market within the game-making industry itself. Just how much time and aggravation do you suppose you could save your level designers and decorators if they could edit the world in VR? I'd bet productivity, quality, and morale would all benefit greatly.

Re:Chicken and egg solution (0)

Anonymous Coward | about a year ago | (#44372977)

Concerning graphics and older titles, a good, consistent unifying vision, artstyle, and sense of presence seems to go a lot further than new fancy graphics (not to imply that they're mutually exclusive). Yunalus, something that could be called a tech demo if you're generous and made by Japanese h-game company Illusion, has a nice artstyle that fits perfectly for the OR, and a very strong sense of presence for the minimally-implemented NPCs.
Also, re: the screen, it has already been upgraded from the dev kit one. Whether they stick with it or find a better screen for the consumer release remains to be seen.

The rift supports OSX... (2, Informative)

Anonymous Coward | about a year ago | (#44371503)

"A few limitations: Windows only (because the Rift only supports Windows)"

Someone should let my Rift know... it's currently working quite happily on my Mac.

Re:The rift supports OSX... (2, Insightful)

Anonymous Coward | about a year ago | (#44371569)

There's a difference between 'works on' and 'supports'.

Re:The rift supports OSX... (0)

Anonymous Coward | about a year ago | (#44371583)

Care to expound on this specific case?

Re:The rift supports OSX... (0)

Anonymous Coward | about a year ago | (#44371651)

MS Office works on Linux thanks to Wine. MS Office does not support Linux.

Re:The rift supports OSX... (0)

Anonymous Coward | about a year ago | (#44371689)

Note 'this specific case'; how does that apply to the Rift?

Re:The rift supports OSX... (0)

Anonymous Coward | about a year ago | (#44371729)

The developers have yet to code the support for the Rift into their OS X version of the game.

Re:The rift supports OSX... (0)

Anonymous Coward | about a year ago | (#44371803)

We're talking about TFS' claim that the Rift only supports Windows.

Re:The rift supports OSX... (5, Informative)

Guspaz (556486) | about a year ago | (#44371739)

Considering the Oculus SDK supports Windows, OS X, and Linux, I think the "only supports Windows" comment is simply wrong. The Rift is definitely officially supported on platforms other than Windows.

Re:The rift supports OSX... (1)

interval1066 (668936) | about a year ago | (#44372161)

They're probably only 'willing' to support windows right now. Which means if you're happily playing on OSX and all of a sudden it stops working don't some to them for support. Official support comes only after first party testing, they're not going to slap a "supports OSX!!!" sticker on it becuase YOU say it works.

Re:The rift supports OSX... (2)

Guspaz (556486) | about a year ago | (#44373209)

They might cut off support for any platform, but Oculus is publishing versions of the SDK for all three platforms.

I'm not saying it works as if saying "it's not supported but it isn't broken"... Oculus is literally providing an official OS X version of the SDK...

Re:The rift supports OSX... (0)

Anonymous Coward | about a year ago | (#44373083)

It's more that they only have so many development resources and chose to make the Oculus work on the Windows/Direct3D renderer instead of their OpenGL renderer.

I've been playing this game for a few years and they do a good job of keeping feature parity between platforms, but they're only a 4-person company.

Re:The rift supports OSX... (1)

Guspaz (556486) | about a year ago | (#44373245)

We're talking about the Rift supporting other platforms (since TFA says it doesn't), not Vendetta. Oculus is a 50 person company, so it shouldn't be surprising that they're maintaining official support for OS X and Linux.

Re:The rift supports OSX... (1)

Desler (1608317) | about a year ago | (#44374487)

TFA doesn't say the Rift doesn't support other OSes. It in fact says the opposite:

- For the moment, our Oculus Rift support is limited to the Windows version. The Rift device itself does support Mac and Linux, but we have not as of yet. Again, this is just a first-generation implementation, and as always you can expect us to refine and expand it to other platforms as we move forward.

>

Re:The rift supports OSX... (2)

Guspaz (556486) | about a year ago | (#44374889)

Sorry, I should have said TFS, not TFA:

"A few limitations: Windows only (because the Rift only supports Windows)"

That statement is false, as TFA illustrates. It is the game that only supports Windows, not the Rift.

Re:The rift supports OSX... (4, Informative)

Baloroth (2370816) | about a year ago | (#44372145)

Apparently the Slashdot editors don't even read the damned article. From the linked news update:

- For the moment, our Oculus Rift support is limited to the Windows version. The Rift device itself does support Mac and Linux, but we have not as of yet. Again, this is just a first-generation implementation, and as always you can expect us to refine and expand it to other platforms as we move forward.

Will they support Linux now? (0)

Anonymous Coward | about a year ago | (#44371549)

http://www.reddit.com/r/linux/comments/1hl5kd/the_oculus_rift_sdk_now_supports_linux/

Re:Will they support Linux now? (0)

Anonymous Coward | about a year ago | (#44371625)

I assume you are talking about VO right? cause thats what this news story is about... http://www.vendetta-online.com/x/download?platform=linux [vendetta-online.com]

Re:Will they support Linux now? (1)

Desler (1608317) | about a year ago | (#44371993)

I believe they were probably referring to incorrect editorial added by Unknown Lamer stating that the Rift was supported only on Windows.

Windows-only... or not (0)

Anonymous Coward | about a year ago | (#44371605)

The Rift is absolutely _not_ limited to just Windows. Their driver/SDK works on Linux and OS X as well. Source: Oculus release notes and the fact that I develop for the Rift on not-Windows.

Re:Windows-only... or not (1)

i kan reed (749298) | about a year ago | (#44371867)

In fact, their main target platform is unity, which itself is designed as a cross-platform engine. Support also exists for the semi-cross-platform unreal engine. That's on top of their native libraries, which are only really supported well on windows.

Oculus Rift? (0)

Anonymous Coward | about a year ago | (#44371715)

I thought the Oculus Rift was that space between my eyes that always seems to grow hair no matter how many times I remove it.

Huh.... (0)

Anonymous Coward | about a year ago | (#44371865)

Never heard of that game before now and i'm an avid gamer. Do they market it at all?

Re:Huh.... (1)

MouseR (3264) | about a year ago | (#44371985)

I was an avid player years ago. Lots of RP being done there but the first-person shooter style got old fast. They are a small company and much of the universe is hard-coded. They do have programmable missions (including user-made ones) but it's essentially a huge arena with many bots and relatively few players.

Twitch-based combat was good and it was hard to become an ace in the game because it was actual skills, not level-based skills, that made you survive. I was a good Valkyrie jockey but not an ACE, yet still managed to have fun for a while.

Re:Huh.... (1)

TFlan91 (2615727) | about a year ago | (#44372009)

Looks like a pretty low-budget game. Looks *entirely* like an EVE spin-off. Haven't played it, but im sure it is fun in its own unique way...

Just from looking at the website and its contents, the art department is probably one guy who is also the lead developer and VP of marketing....

Re:Huh.... (2)

Baloroth (2370816) | about a year ago | (#44372121)

Looks like a pretty low-budget game. Looks *entirely* like an EVE spin-off. Haven't played it, but im sure it is fun in its own unique way...

It was in development before EVE came on the scene (by at least a year). But, yeah, it only has a couple of actual developers. It was an indie game before indie games became "a thing." To be honest, I'm surprised they've managed to run the game as long as they have.

Re:Huh.... (2)

MouseR (3264) | about a year ago | (#44372961)

Actually a bit the reverse. The developers where building an engine to be sold much like Unreal when Eve decided to go their own way.

The developers of the engine which had limited resources ended up making a mock universe as a technology demonstration and it evolved into the game it is today.

So yes, low budget, and they suffered years long of having no graphic artists on board, with aging texture maps and ship designs.

Re:Huh.... (0)

Anonymous Coward | about a year ago | (#44373105)

They're both MMO set in space and that's about where the similarity ends. Vendetta is all first-person twitch-style gameplay. EVE is a strategy game.

Re:Huh.... (1)

Growlor (772763) | about a year ago | (#44377153)

I've never actually played EVE, but from the youtube videos I've seen of the EVE playstyle it appears they are radically different. VO combat is all about twitch style combat vs the more "tell the computer what you want it to do" style that EVE appears to have. If you like fast paced, quick reaction games, you'll probably love VO. If you have really slow reaction time and terrible hand-eye coordination (like me), you'll probably never be great (but can get along OK on sheer cussed stubbornness!)

Re:Huh.... (1)

Growlor (772763) | about a year ago | (#44377111)

You must not be too avid of a Linux gamer to have missed VO. I first found it 3 or 4 years ago on one of the Linux gaming sites while looking for a space game with a native Linux client. The tiny dev team still manages to crank out updates on nearly a weekly basis and frequently posts about them there.

Meh (0)

Anonymous Coward | about a year ago | (#44372037)

I don't give a fuck.

Re:Meh (0)

Anonymous Coward | about a year ago | (#44373353)

Liar.

Rift IS cross-platform, VO will get there. (5, Informative)

Incarnate-VO (1307775) | about a year ago | (#44372155)

I'm not sure how this became confused, but as I wrote on our newspost page [vendetta-online.com] : the Oculus Rift itself does support Mac and Linux, we just haven't had a chance to roll out the support on those platforms yet. To elaborate, Windows was the initial testing target, internally, and we made a number of Rift-specific changes to our DirectX renderer during the process. It'll take us some time to back-port these changes over to our OpenGL renderer, along with some of the other auto-detection features and things we've implemented. Linux and Mac will be supported.

Re:Rift IS cross-platform, VO will get there. (1)

Desler (1608317) | about a year ago | (#44374509)

The Slashdot editors are incompetent. That really is no excuse, but it's the reality of the situation.

hi (-1)

Anonymous Coward | about a year ago | (#44372503)

my classmate's step-mother makes $77 every hour on the computer. She has been without wovrk for 5 months but last month her income was $15088 just working on the computer for a few hours. Read more on this web site...... bay92.com

SAO here I come (0)

Anonymous Coward | about a year ago | (#44389825)

I have been waiting for this my entire life.

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