Evolve Alpha Oculus Rift DK2 Dual 8 DOF 5 Mode headtracking:@2560 1600:Stress Test 1
At 9PM UTC thousands were stressing the servers for TurtleRock's Evolve BigAlpha.. thousands playing on legacy flat panels .. with mice.. and then there was me .. as they say evolving .. perhaps a stage 2 monster of augmented gaming playing on a cinema sized curved screen at 2560 by 1600 here on the Oculus Rift using two forms of head tracking
Zeiss Cinemizer OLED head tracking 1. moves the fov and 2.controls the screen cursor for Menu and HUD navigation 3. Aiming, targeting, sniping The Rifts head tracker to 4.pan the screen 4. rotate the screen +5 the Positional tracker to lean in and out (zoom in and out to detail .. )
In total then we have augmented or evolved Evolve gameplay with 8 degrees of freedom in our control set up .. actually this might be 12 ..
Though I am using the Zeiss head tracker to take over mouse control Cryengine supports it as a 6DOF head tracker .
We also take the strain off each head tracker .. and let each do what it is best at .. the Zeiss is peerless when used to take over that cursor control .. watch me hold it steady .. the Rifts sensor fusion then simply does what it does best ..let's us rotate, pan and lean in and out.. is this accelerated head tracking.. does it solve Rift head tracking drift and random screen drift issues .. ?
JC and OVR .. please note using dual head trackers I never have to reorient the screen once a fact I noticed a long time ago
Oh and the game .. it is stunning which is why I have more video coming up and once I played this way ... this is the only way to play .. you can feel the foliage brush against you, Cryengine was always best at this the game world has a stunning scale with towering heights and wildlife that you turn around to face or turn around to run away from ..or lean back in horror .. and all this happens in game without you ever reaching for a joypad or mouse .. what a time to be gaming!