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Battlepaw

Oculus Rift Devlopment- Wurm's VR Future

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I just received my Oculus Rift today and I'm working on trying to see how I can get it to work properly with Wurm.  Wish me luck.   It's going to take a lot of learning until I can develop the drivers needed to make this work as intended.  I could just have it work in a 3d desktop environment, but I don't think that will do Wurm justice.    

 

For those of you that don't know what the Oculus Rift is, this is probably the most advanced, and afordable VR headset out there.  I'm a bit enthusiast of VR gaming and there is no environment that I'd consider it more appropriate than Wurm.  


 


Links to introduce you what the rift is, and how it works:  


 


http://www.youtube.com/watch?v=uzCwczY1jTM : Introduction to the Rift, by the developers.  


 


http://www.youtube.com/watch?v=iACAS_RAneE :  What the Oculus Rift does to your brain.   A very good video on how the rift and VR world affects you and your mind.  This is a good thing to watch if your new to VR tech.    


 


 


http://www.youtube.com/watch?v=qktvBFPz7oY   Rift being demonstrated in Skyrim by Martyin from Yogscast.   Gives you an idea how it would work in such a fantasy environment like Wurm.   A very entertaining and fun watch.   


 


 


http://www.youtube.com/watch?v=oCYq-suTluo :  Nerd3 plays Euro Truck Simulator with the Rift, if you don't know who Nerd3 is, hes a video game commentator, who is VERY popular on youtube, as you can see from his video here, he is very good at testing and explaining games and keeping it entertaining.   A good way to see how this thing works in practice.   


 


 


 

 


 


Now, getting it to work.   I've worked with VR equipment for years, and when you work with stuff like this, there is something called "Simulator Sickness"   its vertigo from eye distortion and Ocular discrepancies that cause nausea and dizziness.   The rift is a completely 3D headset.  Trying to get this thing to work properly in Wurm isn't as simple as just plugging it in and getting it to render Wurm properly on full screen, I'm going to need to try and build or modify a custom renderer for Wurm that lets me look in the world in true 3d, or I'll get sick very quickly.   


 


What I need to do:  http://www.youtube.com/watch?v=B7qrgrrHry0  In this video it explains the concept of barrel distortion, how it works, and what I'll be trying to shape the display into.    


 


 


Why is this important?   VR equipment like the rift is the future, it was only around 300 USD or 220 euros to purchase.  This is rather affordable, and this is the development kit, much more expensive than the projected consumer product.   I'll estimate that in a few years you will see the production rift's go for around 120 $ at the most.    For what you get out of the thing its just amazing.  It completely changes how you not only play a game, but view the world while you play it.    For an imersive game like Wurm, it would be an important and breath taking improvement.  Getting Wurm Rift-ready will make this game much more atractive to the VR crowd, and more importantly, to existing players who want to try to experience this game from another perspective.


 


I need help to make this work.  To do this properly, I'm going to need help from other players, and probably the devlopers as well.  I'm going to try to build a completely 3rd party viewer program for this game.   I have no doubt it's possible, I just don't know how to get started.    I've never undertaken a project of this scale before.   I know that it's been done for Minecraft, Skyrim, and many of the other major titles out there, but so far I've not found anyone who is working on Wurm.     


 


What will an experience with the rift be like in Wurm?   From my testing so far in other games, I think it will completely re-define what this game will be to anyone who plays it.   Being able to stand up, look around, walk up to a table and peer down at it or climb a mountain in Wurm and truly experience that sense of terror as you run along a ridge is gong to be something that makes me shiver when I think  about it.   The Rift isn't perfect yet, but after testing several other different VR setups, while looking for something along this lines, I think I found the best way to truly render this game and do it justice in a 3D environment.    


 


So what do you guys think as a community on this new technology?  Any comments on my work will be appreciated, as I look through all the technology and test different drivers, and converters with the Rift on wurm I'll updated this post and give you guys an idea on my progress.  Wish me luck!    :D


 


 


 


 


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I've never used any VR stuff but I love the concept and I think it has incredible possibilities for Wurm. Good luck!

Edited by solmark

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It really does, and I really think that Wurm's current development isn't at it's end, this is just the beginning.   Who knows, its the concept that's important.    3D sandbox games are the future of gaming, truly taking a player's abilities and letting their imagination and creativity play into a game, as well as their skills as a strategist and tactician.  


 


Games like DayZ, where you have to take every day one at a time, and plan your every move, with complete mortality in mind and huge expansive enviroments to play in, and create endless enjoyment and entertainment are some of the most popular gaming experiences out there.  Many if not most players who truly appriciate games go for more and more immersion these days.  


 


Concepts like Occulus Rift, and other VR technology out there are an important step in the right direction.   As this technology becomes more mature, and more and more affordable, you will see the PC platform eclipse console gaming as the premier immersion experience.   I've done research studies as part of my freelance writing, on VR tech, and even years ago I predicted the current popularity of built in camera head-tracking technology and many other features we have today such as Google glasses, motion capture keyboarding, etc.    


 


Imagine putting on a pair of glasses, and gloves, the glasses overlay your computers screen and they ARE the computer.  The gloves are your keyboard.   This isn't science fiction, this is the current reality of what there is in development and where mobile computing and gameing is going.   


 


Its a very exciting time to be a gamer.  The stuff I'm playing around with now will obsolete even 2 years from now but its this experience and the fact that I get a unique perspective on game development and immersion is something that I've always cherished.  


 


There is just so much to VR gaming that things like the Oculus Rift are only the tip if the iceberg of emerging gameing technology.  I own a Razor Hydra, and I'm keeping my eyes on other emerging tech like this full body VR suit: http://www.priovr.com/#about


  


Things like this change games from being just a stationary medium, they let every part of you become part of the game.   


 


How will this affect Wurm?   Only time can tell, but I'll tell you one thing.  If the developers of this game have an interest in taking this game and working to bring it into the VR era, it will be the new game of the future, or future versions of Wurm might.   There are many milestones this game still needs to accomplish to be part of the current gaming industry much less something like that.   Getting something like the Rift to work with it is just one step in that direction.   


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I wish to see this in work ;o That would make wurm like awsomeness... If you can live wurm like real in a ocules rift.


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This is absolutely spectacular. If you develop an application to see Wurm through Oculus properly, I'll probably be the next person to buy the goggles :) Seeing my deed in 3D would be amazing.


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Ive used a Oculus rift in Warthunder.. it makes you dizzy and sick if ur inside the cockpit and keep rolling and rolling. But in Wurm i think it really adds a new aspect inside the game because you more get the feeling that you are the person i think.


Edited by Devily

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Ive used a Oculus rift in Warthunder.. it makes you dizzy and sick if ur inside the cockpit and keep rolling and rolling. But in Wurm i think it really adds a new aspect inside the game because you more get the feeling that you are the person i think.

 

Ya I know what you mean.  The Rift isn't the first place I've experienced "Simulator Sickness"  I've been through all of  this before with other VR glasses in the past.   I'm still trying to configure my Rift, so right now the sickness is quite acute.   I've not tried the rift with every game, but some of the perspective changes are already making me queasy.  I've found that since I've gotten closer to my optimal adjustments the nausea isn't that bad anymore.   What is key to keeping stuff like that from affecting you is how well you setup your controls in game, and the drivers you use.  That will try and cut down sudden perspective problems like view bob, view shifts, etc.  

 

Heh its the price you pay for being a tester. I have always had a strong stomach, but frankly after getting the glasses and playing with them all morning, I had to stumble off, half-drunk from nausea to bed and take a nap.   After I got up and finished fixing everything, I've not had that many issues.   

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Wish you the best of luck with it :P not really something I ever see myself into, the technology just has way to far to go to become "realistic" for real gaming. Maybe one day, but I don't expect to see or use anything like it for a good 15 years+ to come.

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Wish you the best of luck with it :P not really something I ever see myself into, the technology just has way to far to go to become "realistic" for real gaming. Maybe one day, but I don't expect to see or use anything like it for a good 15 years+ to come.

 

Its already becoming a reality.  The technology is now finally leaving it's infancy and is starting to mature.  Just look at the advances that have been made into immersive technology that have become available to consumers.   You have the Wii, you have multiple diffrent compete immersion setups, such as motion controllers like the Razor Hydra, IR head trackers, etc.    Its only a matter of time before you start seeing things like that tracking suit become commercially affordable alongside the Rift.   

 

When this happens, I want this game to be ready.  The next generation dev kit for the Oculus platform will be out in a couple of months, that's why I picked this up so I can get a feel for how the final consumer product will be like.  (That and the price was slashed :D)   

 

Look through the different videos on the Rift, and other types of VR technology.  15 years is nothing if not already a reality for what your looking at.   I'd say in the next 2-5 years you will see a ton of advancement in how games are being played and developed.  Some will be specifically designed to be played in VR tech, but the most exciting concept is the development community's ability to take any game, and adapt it to VR.   

 

There are also a ton of other applications.   Everything from immersive movies, remote control technology, and even the ability of a Laptop user to use one pair of VR glasses and interact with a huge virtual desktop.  That's what I'm looking at right now.  I'm a college student going for his English degree so I can better function as a freelancer for online writing, etc.   The amount of productivity that something that would allow me on the go is nothing short of astounding.   

 

Already when I'm at home I use two one external analog LCD flat-screen monitor, and a 30in flatscreen TV as my work displays.  The ability to put on a pair of glasses and work in an unlimited environment with realistic head tracking will open a whole new world of possibility.   I wouldn't have to be chained to a desk, I could be for the first time completely mobile, and have the same level of productivity and functionality as if I was sitting at a desk in my house with all those displays linked up to my laptop.   

 

What does this kind of tech mean for Wurm?   Well wurm at best is falling behind more contemporary sandbox games like Rust, Mortal Online, Darkfall, etc.   Trying to find a way to bring emerging technology into Wurm, will also affect the way players interact with it and how this game is viewed by the rest of the gameing community.

 

Here in wurm you have three separate and distinct communities.  Two PvP communities, and one large Freedom community.  There are many perspectives of how players actually play this game.   There are different reasons why we all play this game.   I think we can agree that one thing that all the communities have in common is how much they enjoy the environment that Wurm provides.  This game is of immense value as a possible VR experience. For a VR enthusiast and long time immersion fan this is nothing short of an exciting opportunity that we have here.    

 

This game has the potential to give people who wish to play in an immersive environment a very unique experience.  Players who have never considered this game before can be drawn into it by this technology.    As VR tech becomes more and more affordable, as it has drastically over the past 5 years.  (I bought my first headset for over 500 dollars, this high QL dev kit was only 300, the final consumer version will be MUCH less than that.)   You will see more and more gamers looking for products that can be a good outlet for it.   

Edited by Battlepaw

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What part of the computer do I insert my money into ? :wub:  :wub:  


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I really want VR to become a thing and if I had the cash I would be owning a Rift already, but I doubt VR goggles has a chance to become anything beyond a niche thing until their price is on par with desktop displays and they have a size and shape of similar practicality of Google Glass. The consumer market has this awful tendency to always choose practicality and simplicity over function and quality.

I don't think VR will "save" Wurm nor is absence of VR a threat to Wurm's continued existence. But I'd love so see Rift support in Wurm because I will probably pick up the commercial version as soon as I can.

Edited by EliasTheCrimson

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I never said anything about "saving" wurm  ;)   What this technology can do is take it to the next level. For most of you thinking about going out and ploping down the dough to buy a pair, I would hold out for a few couple of months until the retail version, with better definition comes out.    That said, even the devlopment kit is imensely enjoyable, anyone who wants to invest now will have a nice little pelican case, that it comes with as well and braging rights that you got to try something awsome long before most of your friends.     


 


For what I got I'm rather impressed, I've had a blast with this thing, and I haven't even started getting into the horror games yet:  


 


http://www.youtube.com/watch?v=mYvewljW7Lg#t=435


 


 


At the moment I'm reviewing different conversion software setups that work with the Rift, and trying to find the best one to try and prototype a display scheme for basic usage in wurm.   In the future however, to get the most out of this product I'm going to have to work with an interface that allows direct interaction with the client.    That way doing things like tilting my head, etc and using things like my Razor Hydra and other little gaming nick knacks I have, will allow more immersion.   


 


There are several existing software conversion setups I can use.  The only downside of wurm is that I can't directly interact with the client, unless I work with the development team. Meaning, future features that will be in the next versions of the Oculus platform like head tilt, etc won't be able to be fully utilized, and directly working with the rendering engine in Wurm won't be possible like many drivers that directly work with games based on the Unreal engine.    What I'll probably have until then is a large, barrel display with head tracking for point of view movement keys, which will be awesome enough by itself :D.   


Edited by Battlepaw

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I really want VR to become a thing and if I had the cash I would be owning a Rift already, but I doubt VR goggles has a chance to become anything beyond a niche thing until their price is on par with desktop displays and they have a size and shape of similar practicality of Google Glass. The consumer market has this awful tendency to always choose practicality and simplicity over function and quality.

I don't think VR will "save" Wurm nor is absence of VR a threat to Wurm's continued existence. But I'd love so see Rift support in Wurm because I will probably pick up the commercial version as soon as I can.

Right now the Oculus development set is around 300 dollars or the price of a better than decent video card.  Plenty of gamers out there to buy them and drive development.

 

As far as the Oculus goes, it does its rendering a little differently than a typical monitor.  If you want it to work with Wurm you might want to contact the Wurm Client development team.

 

As far as simulation sickness goes, I remember when Doom first hit the market.   Had to turn off head bobbing while moving for a long time as it quickly made me sick.  It's interesting how you become used to the interface as time passes.

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Right now the Oculus development set is around 300 dollars or the price of a better than decent video card.  Plenty of gamers out there to buy them and drive development.

 

As far as the Oculus goes, it does its rendering a little differently than a typical monitor.  If you want it to work with Wurm you might want to contact the Wurm Client development team.

 

As far as simulation sickness goes, I remember when Doom first hit the market.   Had to turn off head bobbing while moving for a long time as it quickly made me sick.  It's interesting how you become used to the interface as time passes.

 

You do develop a bit of a tolerance after a while, but getting things configured such as the lens adjustments, on each eye is crucial. (I have 20/30 vision  one of my eyes is a bit damaged from some grit that flew into it in Iraq, so its a bit off).   What is interesting about the rift, its actually able to be tweaked a bit like that so that people with glasses, or who are nearsighted, etc can still use it without having to wear them, though if you watch Nerd3's video it does have it's limits.   

 

There is also the overlap, when adjusting the distance between the eyes, which can vary between person to person.   It's slight adjustments and fixes like that which makes all the diffrence.   I've worked with something like this, a couple years back but nothing with this level of customization.

 

In the end though that is only part of elimating simulator sickness, the human mind requires a few other tricks to keep from wigging out.  It also requires buffering of the controls, and in game motion realism like being able to bob your own head with movement, instead of having constant perspective shifts that induce nausea.  This is why some of the best drivers for glasses like the rift require some built in functionality into the driver software or the game itself.    Jamie Hyneman  from Mythbusters gives a very good explination of why the whole package is important, not just the field of view in how the mind interprets it's enviroment:

 

http://www.youtube.com/watch?v=EKhp4H3DUwE

Edited by Battlepaw

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I've been following the continued development of the Oculus Rift, I wish you the best of luck.  I love the idea of VR and I'm currently waiting to start a game programming course at university that will study VR and it's possible implementation.

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I'm not a programmer Bladedancer, I've had a year or so of some computer networking courses, but I got sidetracked into the freelance writing field and didn't continue my computer sciences degree. Even so, there is a lot I can still do with my limited knowledge.  I know a few people who may be able to help me out with most of the finer points, but in the end it will take some knowledge of Wurm's engine itself, and I have no idea where to start there.  I think the closest thing I can come to the java client that wurm runs with is probably minecraft.  That game already has it's own third party driver software,  I'll probably start there so I can get an idea of what I'm getting myself into.   


 


I do strongly suggest you study the development of this new technology.  You never know when that expertise will actually land you a job somewhere in the future.  I certainly didn't think my brief study of Programmable Logic Controllers while I was in vocational school studying industrial maintenance would have been a job prerequisite anywhere, but I was indeed offered a very good job, because was  the only applicant  that even knew what PLCs were or how they operated.     I still wonder what my life would have been like if I had taken it, and stayed in Texas after I left active duty with the army.    


 


Formal education has many possibilities, but for everything you learn about and become proficient in, there are always new doors opening up. You just need to know where to look for them.   


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I keep trying to cram dollar bills into my computer but nothing is happening... :(


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Mmm, maybe my post was a bit vague heh. What I mean is, it's not going to compare to high-tech gaming controllers, keyboards, what have you for the "hard core" players out there for PvP, or bypass them in PvE any time soon. A mouse/keyboard is going to be the go-to, until games start to focus VERY heavily on things like the rift. I'm sure it will be fun though for single player games - and I'm sure I'd try it there.

As for wurm being behind... That's kind of putting it way to nicely, wurm is in the 16th century, no 3d mines, the world isn't 3d either. No rivers, not that great of a settings menu... We could go on, but it's definitely not going anywhere any time soon, and I honestly don't see much use for them to spend much time on something else even, if players can get it working - that's great! - but dev's are years (yes, years) behind the "age of gaming"

Tbh, 3d mines wouldn't even make me happy now >_< I've been spoiled lol

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I have an n52 speedpad, a Hydra Razor set, three computer monitors (including my laptop display)   and a gaming mouse with 24 buttons and I can tell you there is nothing more important for a gamer than his or her perspective in the game, not just what extra gizmos they might have to do things faster.   The ability to hear an approaching footfall behind you and turn your head in ARMA II without moving your own body and making noise is something I've always loved about that game in comparison to a few others I could name.


 


There are times when your awareness and  "Presence" withing a gaming environment controls what happens to you within that game.   I don't think games will be dependent on VR technology for a long time, but as an extra tool that allows a gamer to have a more imersive experience I think technology like the Rift is going to be as essential as all those other gaming accessories you can get, so you can enjoy the best and most entertaining experience from the environment you play in, and ofc kick the crap out of your fellow gamers up close and personal with completely 3D blood and flying body parts  :D .


 


In terms of how advanced Wurm is, lets face it.  I does need work, but what I enjoy about the game is much of what I enjoy about other indy games like minecraft.  Part of the fun of the environment is how far you can take it and push what is possible.   That is the core part of what makes Wurm awesome.   Walking across the top of a mountain, the billowing wind drowning out everything around you, almost feeling like it will push you off into oblivion, and looking down and catching a glimpse of the ocean far below is the kind of immersion that this gave does very well, and it does make it a good candidate for VR development.   


Edited by Battlepaw

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Personally the main obstacle is not the price. Gamers will pay out the ganzos if they feel its worth it. Take for example the price tag of the "next-gen" consoles that barely even approach the specs possible with a gaming PC. Not to mention the price tag of the PC...


 


The main thing is if it will make people sick or uncomfortable using it, especially those already prone to motion sickness. One of my younger brothers has never been able to use any kind of VR gear.


 


Prescription glasses is another thing as well.


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Personally the main obstacle is not the price. Gamers will pay out the ganzos if they feel its worth it. Take for example the price tag of the "next-gen" consoles that barely even approach the specs possible with a gaming PC. Not to mention the price tag of the PC...

 

The main thing is if it will make people sick or uncomfortable using it, especially those already prone to motion sickness. One of my younger brothers has never been able to use any kind of VR gear.

 

Prescription glasses is another thing as well.

 

Ya I've run into that a lot, and it hasn't turned me off of VR tech yet.   One thing I think is unique about the Rift compared to other VR equipment I've used like it over the years is the hundreds of minute adjustments you can make to it.   I don't get sick easily, but I do get vertigo.  You do build up tolerance to that, but you have to take it carefully, and knowing how to safely deal with the problems it causes early on while you are adjusting goes a long way to making the experience a positive one overall.  As for glasses the Rift comes with a set of three diffrent lens, they work like glasses to help correct most standard vision issues such a nearsightedness, farsightedness, etc.  Each eye can also be individually adjusted for better focus.   

 

This is a development kit, one the things I think that Occulus is shooting for in the first retail version is a wide range of drivers and software that works with the adjustment to help ease gamers that don't have much knowledge or experience with VR technology.    I still haven't put the glasses back on much since I woke up from that nap yesterday other then to just finish configuring everything and do some adjustments, and I don't intend to until I get more sleep.  You need to take the transition slowly, I've learned that the hard way from past experience.       :unsure:

Edited by Battlepaw

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I get mad motion sickness trying to read while in a car, or rollercoasters ... but VR has never bothered me for some reason.


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I read somewhere that the VR tech Valve was demoing (involving glasses and a room with giant barcodes) was less nausea-inducing, at least in the writer's case

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Did they fix the nausea issues ? When I tried to use Oculus I could not last more than 1 min in there without getting ready to vomit.


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