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Modder Releases Oculus Support For JKA

Posted: Mon Mar 09, 2015 3:45 am
by Lesh Morek
Given how role-playing is one of the most immersive activities you can partake in a game like JKA i would assume that oculus support would be a must have.

The downside to the oculus is that you would lose the novelty of seeing your playermodel all the time which would make it harder to express the right emotion of your in-game character through precise controls.

So assuming you had a oculus, would you use a oculus as a primary driver over a monitor to increase the immersion of JEDI roleplay?

Source: https://github.com/xLAva/JediAcademyLinux/releases
Video : https://www.youtube.com/watch?v=uLtrXnKGQVc

Re: Modder Releases Oculus Support For JKA

Posted: Mon Mar 09, 2015 3:53 pm
by Zuri Lyn
Eh, I feel there's an interesting discussion to be had there, but first of all I must say I'm really impressed by the work that guy did, making it possible to play Jka with an oculus. I'm kind of amazed at the dedication and work that goes into modding and the time required to do this, so props to him.

Otherwise, back to the question : 'assuming you had a oculus, would you use a oculus as a primary driver over a monitor to increase the immersion of JEDI roleplay?'

The first thing is that, as gamers most of us have been playing Jka a long time, and even if we haven't, are very used to traditional third person view. Being as a jedi's training does involve physical activity and spars, I'm not sure how easy it would be to adapt to sparring with an oculus rift. Still, when I imagine the sensation of turning your head and the game actually following your opponent's movements, it feels like it would be amazing. I actually am guilty of physically tilting my head upwards when I move my mouse to have my character look up, so I should definitely *try* a oculus one day.

Otherwise, I also wonder as to how practical the oculus would be when typing and using console commands. In the video demonstration, the hud is reduced and it seems complex to have a console overlay smoothly. Again, it's hard to say without testing it (especially without having knowledge of it even on other games).

To conclude, I'll just say props again to the guy that modded that, it just feels so cool imagining *being* in the star wars universe.

Re: Modder Releases Oculus Support For JKA

Posted: Tue Mar 10, 2015 1:14 am
by Isane Fenris
If I had oculus I'd definitely try it a few times. The prospect of being IN the SW universe. I wouldn't use it in spars, though... Lol

Re: Modder Releases Oculus Support For JKA

Posted: Tue Mar 10, 2015 1:49 am
by Arven Silaan
As an Australian? I can't see it being viable, lag lag lag lag lag. Would make me throw up.

Re: Modder Releases Oculus Support For JKA

Posted: Tue Mar 10, 2015 2:13 am
by Silas Vir'n
If JKA gets a new engine then I'm all for it. Putting Oculus Rift on JKA is like giving the 1920's Kanye West.

Re: Modder Releases Oculus Support For JKA

Posted: Tue Mar 10, 2015 2:22 am
by Kieran Orion
Silas Vir'n wrote:If JKA gets a new engine then I'm all for it. Putting Oculus Rift on JKA is like giving the 1920's Kanye West.
Oh god, can we please give him away to another time....Please!?

Re: Modder Releases Oculus Support For JKA

Posted: Tue Mar 10, 2015 3:07 am
by Wen-Ordo
Silas Vir'n wrote:If JKA gets a new engine then I'm all for it. Putting Oculus Rift on JKA is like giving the 1920's Kanye West.
I love it lol :lol:

Re: Modder Releases Oculus Support For JKA

Posted: Tue Mar 10, 2015 8:38 am
by Evanin Dawnstar
Personally it's bad enough having to wearing my glasses all day just to see stuff, I'd rather not strap something that costs something like £500+ JUST to play a game, I'll stick to my glasses + computer screen TYVM.

Re: Modder Releases Oculus Support For JKA

Posted: Tue Mar 10, 2015 2:37 pm
by Mirkal
Kieran Orion wrote:
Silas Vir'n wrote:If JKA gets a new engine then I'm all for it. Putting Oculus Rift on JKA is like giving the 1920's Kanye West.
Oh god, can we please give him away to another time....Please!?
I don't want him at all. Why should we curse another time period? But I digress.

I would definitely like to try this someday. I don't have an Oculus just yet but I'll definitely give this a shot and give some feedback on what it's like. I think it could be really awesome especially when you're in first person, but it may reduce the wider fov we're all so used to when we spar. But for the cause of more immersion, I THINK I'll let it slide, I'm pretty bad at sparring anyway. I really like the leaning around corners aspect, and those jitters Zach gets when he's high up. First things first though, I've got a lot of other things in line before I'm able to buy an Oculus.

Re: Modder Releases Oculus Support For JKA

Posted: Wed Mar 11, 2015 9:09 pm
by Motoko
Only if I want to puke.

Re: Modder Releases Oculus Support For JKA

Posted: Wed Mar 11, 2015 11:46 pm
by Amalia Feyn
I wont diss it till I try it, and whether I try it will be a case of affordability, I would like to give it a go though.

I've been intrigued by the Oculus for sometime, it could potentially be very good or very disappointing for JKA.

Re: Modder Releases Oculus Support For JKA

Posted: Sun Mar 22, 2015 11:53 am
by Galen Sol
To be honest, the idea of Oculus for JKA sounds odd to me, sounds like it would be a very disorienting and strange experience with aiming and all, unless the individual movement of the head didn't move the aiming reticle. I mean, sounds fun, just odd.
I think at the end of the day, I'd most likely just go back to the monitor, but then I've never tried it, so what can I say?

Re: Modder Releases Oculus Support For JKA

Posted: Sat May 16, 2015 7:30 pm
by Gryden_Bamne
I just tried this out, and the implementation is STELLAR, absolutley perfect for what it's trying to do. All of the cutscenes place you in a great position where you can look around and move your head in 3D space while the actions are going on, it's very pleasant. As for control, it gets a bit disorienting if you play sitting down, but i usually play standing up with a wireless controller, that way, my head is always in sync with where the character is looking and i don't have to rely on two input methods. I'd say the next step is to create independant looking and aiming, maybe even some Razer Hydra or lighthouse controller support in the future?