Ghost in the Machine

Ghost in the Machine

Ebolamorph Apr 22, 2015 @ 12:27pm
Wait....
This looks like something for that old nintendo VR headset that gave people headaches....
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Showing 1-8 of 8 comments
Groen90 Apr 22, 2015 @ 12:35pm 
The Virtual Boy?
But that one had only one color, here we have more. lol
Axehandle Apr 22, 2015 @ 12:41pm 
Speaking of which, does the final game still support Oculus/VR? This was one of my favorite demos back on the DK1 because it brought back memories of Wario Land on the Virtual Boy (one of the few good games on the VB).
deadering Apr 22, 2015 @ 1:49pm 
Originally posted by Axehandle:
Speaking of which, does the final game still support Oculus/VR? This was one of my favorite demos back on the DK1 because it brought back memories of Wario Land on the Virtual Boy (one of the few good games on the VB).
I was wondering this my self. As soon as I saw it on Steam I got excited, only to see they removed VR support??
Michelle Apr 22, 2015 @ 4:18pm 
I immediately thought virtualboy when seeing the gameplay video. I'll be sure to get it once the price drops some more.
JoshuaJSlone Apr 23, 2015 @ 6:33am 
The original Kickstarter page actually describes it as "Somewhat like a new-old-Virtual Boy game".
Moffitt  [developer] Apr 25, 2015 @ 5:05pm 
Developer here - we can't really say it supports the Oculus Rift since the way it does VR is entirely manually, without use of the official SDK - the warping of the graphics to compensate for the lens would not turn out great for the game's art.

You may activate Rift DK1 mode by giving the game a command-line parameter, "VR". To launch the game this way, you'd do something like this in a terminal:

cd {steam dir}/steamapps/common/GitM/
./gitm VR

in windows drop the "./" first. I have no idea what it will do on a DK2, but if you have an old DK1 its resolution was perfect for the pixel art in the game, so that's what it is designed around.

So tl;dr: support is kinda-sorta still in the game, but not an "official" feature.
JoshuaJSlone May 7, 2015 @ 10:10am 
OK, tried some stuff and have some mixed results.

I have a DK2, and one of the old demos (gitm-august-demo) where I could get the DK1 mode running, using an -o command-line parameter. I set the Rift to be Extended Display and was having some problems getting it to show up on the Rift rather than my main monitor, but forced the issue by temporarily telling Windows the Rift was my only monitor. With that done, it displayed decently. It doesn't have the fancy stuff like chromatic aberration fixes, but since this is designed to be a low-res and low-color game it doesn't have a big effect.

However, I can't get the same thing going on the current version, with either -vr or -o parameters.
Moffitt  [developer] Aug 24, 2015 @ 10:37am 
Hi Joshua,

I do not have a DK2, and am unable to test implementing VR support. The DK2 works very much unlike the original rift in terms of positioning. The game implemented VR support before the Oculus SDK was available, and it is really a kludge.

The command line parameters were just VR or VX, without the hyphen. VR was for the 1280x800 Rift DK1, and the VX mode was for a pre-DK2 1080p prototype. Both have been disabled in the current release since some newer changes have introduced VR issues, and very few people used the VR mode. In the future if there is substantial interest it may be re-added.
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