They were recorded while trying to get the fastest time possible in one of the killhouse maps. To make this more difficult, the targets are randomised at the start of each run, as is the time the buzzer starts.
We plan to make this speed run usable in both single player and multiplayer training, as well as add target options.
eg. number of shots required to drop a target, friendly/hostage targets
In this first video, I am doing the run with a mouse and keyboard only:
Ignore the speed the player is moving at. Its a work in progress, like everything else.
I insisted to the guys that I'm just that good, but they didn't buy it...
In this second video, I am doing the run with a mouse and keyboard while wearing an Oculus Rift development kit:
(Lower resolution due to use of Oculus Rift devkit).
You may have noted that on my very first run with the Rift, I make it through faster then any of my non-Rift runs. Despite the low resolution, this is normal, once you get used to it.
The setup for Ground Branch is similar to one of the the Team Fortress 2 VR modes:
- The Rift controls the view direction relative to the characters facing direction.
- Mouse yaw turns the whole player, view included.
- Mouse pitch controls the direction of aim and switches to the high or low ready weapon positions beyond the aim zone.
- When aiming, the eye corresponding to the weapon hand lines up with the weapon sight.
Combined with the true first person viewpoint, you get a better overall feel and sense of movement, as well a simplified control scheme. No need for a button to aim - you just bring the weapon up and naturally engage the weapon sight.
I prefer this setup over any other first person control scheme that involves weapon handling/aiming that I've tried thusfar... and I've tried a lot. Aiming and moving with your head? What's up with that?
I'll try and show webcam footage of the mouse / head movments in a future video.
It really does feel quite natural.
That's it for now.
Enjoy and as alway, feel free to discuss this on the forums.
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