Team Fortress 2 > Virtual Reality > Topic Details
dd Mar 28, 2013 @ 4:12pm
in-game Suggestion
Well, of course I didn't experienced oculus rift yet but, I definitely suggest this;
Characters head must follow the player's head. Normally, as you can see in-game yourself, characters don't turn their heads too much or obviously. But when you equipped Oculus Rift, they should follow your head moves, otherwise this is gonna be a disadvantage for other players.

For example, when you quickly going forward if you look at your back, your character turns around. But with oculus rift, if your character don't turn back, and let's say you saw an enemy and start shooting, people going to accuse you for hacking probably. Just try to imagine what I said, you'll see.

I think this has to be done.
Last edited by dd; Mar 28, 2013 @ 4:12pm
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[GA] PowerAMP Mar 29, 2013 @ 9:13pm 
Actually, character models already don't follow a player's exact movements with a mouse. That's why things like sidestabs or matador stabs are possible.
Pendragon Apr 20, 2013 @ 8:38am 
If every user of the occulus rift was given a VR hat in game (not genuine like the ones who preordered theirs), then certain things like what you explained in the second paragraph could be forgiven, as normal players would see the Occulus rift user has that hat and is most likely using their VR.

It's a great idea that people in VR mode can actually look with their characters heads and I'd support it if I own a Rift. (soon maybe.)

It would hilariously disturb gameplay though, both teams watching this one scout who can actually MOVE his head. Surreal.
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