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PostPosted: Tue Nov 21, 2017 8:02 pm 
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Joined: Wed Apr 08, 2015 6:45 pm
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Location: Venice, Veneto, Italy
Shorah everybody of the great Myst Online community!

I really would like to resume an old argument, a notorious one: the experimental Oculus Rift support for Myst Online Uru Live.

Looks like Mr. Mystfit has done a really impressive job, a built-in oculus rift support for the game, available at: https://github.com/Mystfit/Plasma and discussed at: http://mystonline.com/forums/viewtopic.php?f=41&t=26677.

Incredible results have been posted by him on YouTube, and anyone who has a simple visor in which it is possible to put a phone, can see quite a nice preview. These videos are available at: https://m.youtube.com/watch?list=PL-6nhUNvTn_SJ_nHrgqiAn_0mEq_tslV5&v=0Ok54KSE7Cs, https://m.youtube.com/watch?v=5ACjnBXpfrk and https://m.youtube.com/watch?v=6kjFIjs58hE (in chronological order).

Anyway there are other ways, maybe, to make an old game Oculus Rift compatible, and it looks like in this article a brief description on how to do it is given: http://www.tomsguide.com/faq/id-3080644/play-practically-game-oculus-rift.html. This method requires a software called "VorpX" or a free alternative called "Vireio Perception".

I'm wondering: has anyone here tried one of the listed solutions? Is there any explorer who actually use Oculus Rift?

If Yes, please, post some images! And share your experiences, and the method you used to do it.
If Not, would you like to try it?

Just a technical fact.
Oculus Rift requires really high end PCs, but this is also because games which are Oculus Rift compatible are really modern games, and all of them require these high specs, with or without VR support.
Myst Online is not a performance eater, and, with my NVidia GTX 780 Ti, runs perfectly, in 1920 x 1080, with even the NVidia Control Panel graphical enhanced options, the ones built in the graphic card.
So, maybe using Oculus Rift for Myst Online does not exactly require the performances needed to run modern VR support games. Or maybe not, because performances are needed to just run the VR system (but it would be needed to know which is the resolution of the visor, that heavily affects perfomances).

Thanks in advance.

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Viktor Riven

KI Number: 06987220

"And the sea will grant each man new hopes, as sleep brings dreams." C.Colombo


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PostPosted: Sat Apr 28, 2018 1:24 am 
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Joined: Wed Jul 22, 2015 6:38 am
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Binaries please! I am a gamer not a programmer!


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PostPosted: Mon Apr 30, 2018 12:19 pm 
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Joined: Wed Apr 08, 2015 6:45 pm
Posts: 14
Location: Venice, Veneto, Italy
You are right; and I'm wondering too, I have to admit, how a project which reached these goals stopped without resulting in a downloadable patch, even if an experimental one.

This thread's purpose is to see if someone else is interested in working on what has been already done in order to release a functional patch which would allow Uru Online to support VR.

Once done it, after some open beta tests, the patch should be implemented inside an official Uru Online update, which would let players to activate VR support as they want.

This wouldn't take so much work and time, if we consider the results, and could effectively help in modernising Uru.

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Viktor Riven

KI Number: 06987220

"And the sea will grant each man new hopes, as sleep brings dreams." C.Colombo


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