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*** Vendetta 1.8.375
*** Vendetta 1.8.375
- Vendetta Online public VR Prototype now has support for Oculus SDK version 1.3, enabling consumer Rift headsets. To allow the game to use the Rift, the Unknown Sources option must be enabled through the Oculus App settings by clicking on the gear icon in the upper right, choosing 'Settings', selecting 'General', and then checking the 'Unknown Sources' option. https://support.oculus.com/help/oculus/878170922281071
- Improved the VR in-station hangar bay.
- Increased general performance of the Windows client.
*** Vendetta 1.8.375.1
- Fixed crash when logging in with the Windows version while being awarded a ship livery.
*** Vendetta 1.8.375.2
- Improved the Offline Training Simulator's initial animation to be more VR-friendly.
- Vendetta Online public VR Prototype now has support for Oculus SDK version 1.3, enabling consumer Rift headsets. To allow the game to use the Rift, the Unknown Sources option must be enabled through the Oculus App settings by clicking on the gear icon in the upper right, choosing 'Settings', selecting 'General', and then checking the 'Unknown Sources' option. https://support.oculus.com/help/oculus/878170922281071
- Improved the VR in-station hangar bay.
- Increased general performance of the Windows client.
*** Vendetta 1.8.375.1
- Fixed crash when logging in with the Windows version while being awarded a ship livery.
*** Vendetta 1.8.375.2
- Improved the Offline Training Simulator's initial animation to be more VR-friendly.
So this means vr is enabled for HMD?
My refrigerator next please.
VR fridge confirmed.
Dude, this game was one of the first to support HMD? It's been capable since the first Rift dev head kit.
This is just an update to support the consumer model. Wonder if they got the drift sorted though...
This is just an update to support the consumer model. Wonder if they got the drift sorted though...
So this means vr is enabled for HMD?
Support for the Oculus Rift has been enabled since July of 2013 (we were apparently the first MMO to release native support into their production game). This is an update to our existing support, to handle their new "commercial" SDK with devices now shipping to end-users.
VR with Vendetta Online is still considered a "prototype": it works pretty well, but we're still changing a lot of User Interface and tutorial mechanics. We're also still making the engine faster and tweaking the VR graphics.
We do not have public support for the HTC Vive yet, or the Gear VR. Those will be released at more of a "final" stage, as opposed to the public-prototype of the Rift implementation.
Support for the Oculus Rift has been enabled since July of 2013 (we were apparently the first MMO to release native support into their production game). This is an update to our existing support, to handle their new "commercial" SDK with devices now shipping to end-users.
VR with Vendetta Online is still considered a "prototype": it works pretty well, but we're still changing a lot of User Interface and tutorial mechanics. We're also still making the engine faster and tweaking the VR graphics.
We do not have public support for the HTC Vive yet, or the Gear VR. Those will be released at more of a "final" stage, as opposed to the public-prototype of the Rift implementation.
This is just an update to support the consumer model. Wonder if they got the drift sorted though...
Drift hasn't been a problem since the DK2, with its positional camera. Good positional tracking basically eliminates that, because you're getting some degree of orientation data from another source.
Drift hasn't been a problem since the DK2, with its positional camera. Good positional tracking basically eliminates that, because you're getting some degree of orientation data from another source.
Oh I see. Thanks for the reply