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But, and it is a big but, Mechwarrior 5 which comes out this year and they were going to try to have VR support in built. I can’t say if it’s confirmed it’s going to, but considering it’s in a much more modifiable engine and will have 3rd party Mod support, I’m pretty hopeful that it will get it one way or another.
https://en.wikipedia.org/wiki/BattleTech_Centers
Already happened. Was so popular, they went bankrupt.
omg they took the damage display panel too. i cant imagine piloting a fast mech tho. i think to be a viable battletech game it need to ditch non-armlocking. who knows...
Vox Machinae hardly plays anything like MWO at all. It's a vr gimmick game first and a mech sim after that.
https://uploadvr.com/mechwarrior-5-mercenaries-designed-support-vr/
Also: MWO doesn't support TRACK IR because nobody use that... right ? ;-)
Never.
It's not designed to be a vr game, but vr goggles can be made to work on it with head tracking enabled.
I used a 20 dollar smartphone vr headset to test this and it works. You would ideally need a wired headset and at least full HD resolution, to avoid lag and poor image quality. My smartphone had only 720p support for this mode and I tried it wirelessly which was quite laggy. But for a 20 dollar price for the test, I got what I paid for.
MW5 will have proper built-in support for VR headsets but I am not sure about a VR cockpit.
And with a fast Intel CPU (3+ GHz Quad Core i5 or i7) the MWO Engine runs well, even with Track IR enabled.
(Fun fact: the 1337-skilled CryEngine coders working at Star Citizen have broken the TrackIR support and can't or don't bother to fix it...)
*At the start of the MWO development the only aviable engines were the CryEngine 3 (2009) or Unreal 3 (2006) or ID Tech 5 (2011, but the first game RAGE was a bug fest).
And your point? You think this is the first VR fad in video gaming? In the mid 90ties we even had Hollywood making movies about it, because VR was the new hotness.. and in the time of vector graphics the worse 'graphic' quality wasn't an issue, as people usually like to bring up when i mention this. The VFX1 cost as much as a good monitor, it cost $599 and 15 inch monitors went for about $400 and 17 inch monitors went for $900.
The early 90ties VR craze was just like the current VR craze, and it had the same issue it has today.... lack of installed userbase leading to nothing but tech demos and implementation of the same effect as ductaping your monitor to your face. You even had people make special shotvests that looked like a bullet proof vest, so you could have force feedback when you would get hit.
That was in a time everyone talked about it, movies featured it (most prominent example would be lawnmower man), and every games magazine praised it.... and despite these centers having better tech (the whole cockpit moved), it failed to be profitable.
Don't get me wrong, we were dreaming of going to those centers and imagining how awesome it would be to have Mechwarrior 2 and 3 as VR game... but ultimately VR went away, because it never caught on.
And i really doubt this game will be developed with VR in mind, even if the engine would support it in theory, i cannot believe that PGI would spend the development resources to make it a better experience than ducttaping your monitor to your face.