How About The Possibility Of Team Fortress 2 On Virtual Reality Goggles?

Every year, a game developers conference is held in San Francisco. In GDC 2013, Valve's Joe Ludwig plans to give a talk about porting Team Fortress 2 to virtual reality goggles in a talk titled "What We Learned Porting Team Fortress 2 to Virtual Reality".

A summary of the talk:

Several people at Valve spent the past year exploring various forms of wearable computing. The wearable effort included porting Team Fortress 2 to run in virtual reality goggles. This session will describe lessons learned from Valve's porting experience. Topics covered include an overview of what stereo support entails, rendering 2D user interface in a 90 degree field of view display, dealing with view models and other rendering shortcuts, and how mouselook can interact with head tracking in a first person shooter. In addition to the lessons that apply to Team Fortress 2, there are also several lessons that would apply to any new virtual reality game. A game designed for VR could avoid many of the issues that came up with Team Fortress 2. These topics will also be covered.

Naturally, porting to VR goggles isn't easy. So there's another talk by Michael Abrash, titled " 'Why Virtual Reality is Hard (And Where it Might be Going).'

Hopefully these talks aren't just nods to idle experiments, but a look at what we can expect in the future when it comes to interfacing options on Team Fortress 2. One can dream!

Valve to talk head-mounted display research, Team Fortress 2 VR port at GDC 2013 [GDC News and Information Blog ]


    Can i wear hats with virtual reality goggles?

    "Thief" would be my best choise for VR!

    TrackIR works really well in DayZ so there's no real problem on that level, and I seriously miss it when I play TF2.
    You tend to look around instinctively once you get used to it, and much like driving a real car you still see which way the front of the car (gun/HUD/Crosshairs) is pointing.

    Hey Valve, could we have TrackIR support in Team Fortress pleeeeease!

    Very interesting talk, and I look forward to tackling these difficulties myself when my Oculus Rift arrives in March. HUD, Movement, Aiming, etc will all be evolved for VR games. Such exciting times...

    Raiden : I've had extensive training -- the kind that's indistinguishable from the real thing.

    Pliskin : Like what?

    Raiden : Sneaking mission 60, Weapons 80,

    Pliskin : VR, huh.

    Raiden : But realistic in every way.

    Pliskin : A virtual grunt of the digital age. That's just great.

    Raiden : That's far more effective than live exercises.

    Pliskin : You don't get injured in VR, do you? Every year, a few soldiers
    die in field exercises.

    Raiden : There's pain sensation in VR, and even a sense of reality and
    urgency. The only difference is that it isn't actually happening.

    Pliskin : That's the way they want you to think, to remove you from the
    fear that goes with battle situations. War as a video game --
    what better way to raise the ultimate soldier?

    Raiden : So your saying VR training is some kind of mind control?

    I always pictured VR as being in an unconscious state rather than moving my head around. Having the game directly perceived my the dream processes of my brain or something.

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