by Jojon » Mon Mar 11, 2013 12:19 am
Hehe, there is also the matter of determining how little one can get away with doing. :7
I would, e.g. be okay with sacrificing headtracking alogether (although I suppose that might turn out not to be the hardest thing to get in there).
Anything UI, though... I'm sure having things like books and the chat stretch all the way across your field of view, with no way to at least turn your head to read, would make the game unplayable.
Ideally, any UI would be in-world, in a VR-adapted Uru (...as opposed to presented as an overlay), but that would certainly involve revising engine and content both, with the addition of an entirely new world/object interaction paradigm.
I'll be sure to look for- and try any generic sterodrivers that work with Uru and the Rift and report my experiences back here (and I'm sure Zerofool will, as well), but these drivers can no doubt, for starters, not do anything about FOV issues, or Uru's strange, squashed, aspect ratio. :7 (maybe somwehat, if the driver includes some sort of ugly crop-and-rescale trick...)
Might try building a test age with only cameras that have large FOV and unlimited rotation, predominantly first-person, and see how that looks. As for GUIs; we can't do overlay GUIs in PyPRP anyway, so... :7