Open BlazeGuy2 opened 6 years ago
This is something I have wanted as well, and considered working on it myself in the time I have between semesters, but I'd want to do more than just support the Rift. I'd want it to support eye tracking VR, but to do that we'd need a way to separate the mouse pointer from the center of the screen - to be able to move indepently from the camera object. If we could do that, that with my VR I could move my head to move the camera and move my eyes to move the mouse pointer.
I have asked questions about how to proceed in the dev forum before, but never got any input so shelved the idea while I worked on other projects.
I still like the idea though. Even without eye tracking VR, it's something that would really help make game sales, but if eye tracking VR could ALSO be supported it wouldn't just allow for additional ways to play and interact with the world, it would allow for improvements in performance and a reduction in eye strain. With eye tracking VR, it would be possible to reduce the quality of things you are not presently looking at, so you can enjoy the highest image quality in a very narrow section of the screen, with the peripheral blurred with reduced image quality, which together is a more realistic experience and a less costly one for resources.
If this is something that others want to explore, I have a FOVE VR dev kit so even if I am busy with work or school at the time could do extensive testing for VR builds at the very least.
From @MaxInertia on June 8, 2018 23:49
This is a question along with a feature request.
What is the estimated difficulty of allowing users with VR headsets (such as the Oculus Rift and Vive) to utilize the headsets in Eco? and has this been considered?
I just recently acquired an Oculus which is why I ask. I'd love to be able to play Eco with it!
Copied from original issue: StrangeLoopGames/EcoIssues#8006