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Quake / Re: h0s3r here, Quake 2 in Virtual Reality "Let's Play" series I am doing :>
« on: August 10, 2014, 12:39:56 PM »
What's up homeys thanks for the replies! Yea I preordered the DK2 back on May 19th when it was announced and got it on the 2nd week of shipments. It's great!
Aiming works pretty fucking well.. The aim is independent from your movement so you don't get the motion sickness. Since I crouch a whole fucking lot that also helps because we all know Q2 is a fast as fuck game! Crouching always helped me to aim better
Jehar, about 8 months ago I was playing on Tuesday and Saturday nights but my copy of the game was juttery as shit.. unplayable unfortunately. I will try playing as soon as I can in VR, though. I'm sure I'll suck, lol, but I think it'll be a fun experience!
I do miss RA2 though.. Played that shit for about 12 years
VaeVictis I use xSplit Gamecaster to record the facecam and gameplay. The VR port of Q2 is side by side due to being a VR port. It's resolution isn't low, it's 1920x1080!
Some annoying things though, gl_ cvars do not work yet. Most have been transformed to r_ cvars, but shit like picmip, modulate, dynamics and intensity don't do a fucking thing yet. I've been talking a lot with the guy who ported the game and hope we can get that all sorted when the next SDK for the Oculus Rift is released. Right now it has horrid OGL support.
Aiming works pretty fucking well.. The aim is independent from your movement so you don't get the motion sickness. Since I crouch a whole fucking lot that also helps because we all know Q2 is a fast as fuck game! Crouching always helped me to aim better
Jehar, about 8 months ago I was playing on Tuesday and Saturday nights but my copy of the game was juttery as shit.. unplayable unfortunately. I will try playing as soon as I can in VR, though. I'm sure I'll suck, lol, but I think it'll be a fun experience!
I do miss RA2 though.. Played that shit for about 12 years
VaeVictis I use xSplit Gamecaster to record the facecam and gameplay. The VR port of Q2 is side by side due to being a VR port. It's resolution isn't low, it's 1920x1080!
Some annoying things though, gl_ cvars do not work yet. Most have been transformed to r_ cvars, but shit like picmip, modulate, dynamics and intensity don't do a fucking thing yet. I've been talking a lot with the guy who ported the game and hope we can get that all sorted when the next SDK for the Oculus Rift is released. Right now it has horrid OGL support.