Quote from: PiBoSo on September 07, 2013, 11:47:15 AMQuote from: elude107 on September 07, 2013, 06:59:48 AM
Hey, would you mind saying what the problems are? I got my hands on an Oculus Rift dev kit and I'd love to help you support it any way I could.
So far, I can tell that none of the regular tools work because they are all Direct3D based, not OpenGL
For the developer kit, there are reports of:
1) low resolution ( this should be improved in the retail version )
2) visible grid around the pixels
3) lag
The fatal flaw of the whole setup is that it's not possible to see the surrounding environment: no additional controllers / buttons and no keyboard. This is a serious limitation for a simulator, but there is probably no solution.
Please allow me to respectfully disagree.
There is absolutely no problem in not being able to see the surroundings, as it is easy to configure the buttons in the wheel and if there is any need to type something on the keyboard, we can simply remove the Oculus and go type it.
For me, the Oculus compatibility should definitely be PRIORITY NUMBER ONE for KRP, as it would make the sim stand out and attract SO MANY PEOPLE (ME INCLUDED) to absolutely dive into the racing.
I have tested my Oculus with iRacing and it is so damn good, there is no turning back.. Playing on the monitor now seems like something from the cave ages
