Simple Hack Enables VR Mode For Oculus Rift In Alien: Isolation 57
An anonymous reader writes In a surprising appearance at E3 2014, Oculus showed a virtual reality demo version of Creative Assembly's forthcoming first-person horror game, Alien: Isolation. Despite intense reactions to the demo, the publisher stated that the full game would not feature Oculus Rift support. However, intentional or not, the developer left the code hidden in the game which can be enabled with a simple hack, leading to full support for the Oculus Rift including positional tracking.
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Games who uses this can be changed under the Computer Fraud and Abuse Act and be come felons
The point? (Score:3)
SO if all it is is basically an ini hack, and it works flawlessly, what would be a reason that the developer would not have it enabled by default? (And I am assuming not to release DLC later since they left the code in the game)
If it was unstable, or sucked I could understand why.. but if they had it working I don't follow the logic.
Re: The point? (Score:2)
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I read a thread on reddit where people were playing it on the rift and basically the entire UI, computer terminals etc were unusable. Also those cinematic bits where the game moves your vision around is really disorientating within the rift. Add to that a couple of bugs that require the unit to be recalibrated a couple of time an hour and you have enough reasons to axe it.
Rift support was probably one of those "nice to have" things but meant more work so it was simpler just to dr
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Sinister conspiracy?? I vote money was someone involved. Maybe they wanted money from oculus rift or
oculus rift wanted money from them. Maybe they wanted to do more testing or charge extra for it as an
addon later. I bet in one form or another it can be traced back to money.
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The don't want to officially support it because then they'd have to officially support it. So like id products of yore, they'll probably leave it in there fully functional but undocumented/unsupported for people who want to tinker with it.
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Official support, though, does mean people calling your useless tech support. And taking their time.
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1) Extra thing to QA (and apparently there are issues with UIs being unreadable and sequences where they move the camera causing motion sickness)
2) Perhaps they fell for the hype that the Rift would be out for consumers by now when they started coding the engine years ago. Given how few have one, the added support costs couldn't justify the feature (low ROI).
3) With so many competitors
Re:The point? (Score:5, Insightful)
Who says it always works flawlessly? have they played through the entire game several times? maybe there is crash code or places where you can literally get stuck in a wall.
Lastly it isn't like you can go buy an oculus at best buy. Maybe they haven't fully tested the system. maybe they are waiting on oculus to actually release a product to consumers. Instead of a small beta tester pool.
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Very unlikely. Most Oculus integration is little more than a camera mod; it isn't going to integrate to the point where it can cause the types of issues you're describing.
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Yeah, let's just write some code and assume it works as it intended. What could possibly go wrong?
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I am working with the SDK right now. The only interaction the game code should have with it is a) grab position/orientation from the head tracker and b) distort the output for the display. There is no way to cause situation dependent crashes or bugs, there is no reason to have situation dependent code paths ( unless you go out of your way to write something overly complex where a simple solution would be right ).
Most likely the cost of doing a good integration ( menu options, warnings ) and quality control
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The only interaction the game code should have with it is
Yes. Should have.
There is no way to cause situation dependent crashes or bugs
And that's the kind of attitude that can lead to Heartbleed and Shellshock.
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If you just mod the camera behavior to use an additional input, you leave out a lot of important things.
1. The game has a "lean out of cover" button. When you physically lean, the game would need to discern if you're leaning out of cover enough to count for gameplay purposes.
2. There's 2 extra rendering steps to get the screen content to match up with the optics' skewing. Small problem, but still one that needs to be embedded in the code.
3. The framerate has to be really high to not cause motion sickne
3D isnt hard (Score:2)
It just doing 2 renders from two angles.At half the res, but either side-by-side or top-2-top framed.
Most 3d tvs, and projectors take those inputs to be 3d.
And its probably a feature of most game-engines to do so.Like those ps3 games.
Motion inputs are probably just mapped from a Xbox-controller protocol.
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3D isn't hard.
3D that doesn't make people nauseous [oculus.com] is hard.
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I could offer a handful of reasons, but the top one would be that they don't want to maintain it. Probably, the developers had Rifts, they wanted to play around with the tech, and they were gambling a bit on the development of the Rift during the development of the game engine (the right time to get involved, if you want to be first-to-market, so a smart move).
However, very few people own Rifts, and so if they left this in, Rift users finding bugs and incompletely-tested code would need to be supported (o
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Because when you include something in a menu or even advertise to users that it exists, it becomes an officially supported feature, and you have to pay Quality Assurance to test it, then Customer Service has to support it after release. Cheaper to just disable it and let people find it for themselves.
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SO if all it is is basically an ini hack, and it works flawlessly, what would be a reason that the developer would not have it enabled by default?
because they asked bookface for a Shitload of monies for the promotion of occulus, and bookface said screw you
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Perhaps the developers ended up being concerned with the frequency of motion sickness related issues coming up (I'm highly speculating here) and didn't want any negative PR from it?
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SO if all it is is basically an ini hack, and it works flawlessly, what would be a reason that the developer would not have it enabled by default?
If they enable it themselves, they have to support it.
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Tried it, had to down a nice tall glass of ginger-ale afterwards and go back to 2D - I consider myself exceptionally "VR hardned". But this game is the closest I've come to surrendering my stomach contents. (No real spoilers, here)
* I think it's a problem with the calibration routine, which doesn't cancel out any rotation in your head (if you're looking slightly up/down, to tilting your head to the side, even slightly. ...it becomes the new "level". Euurgh...
* Walk speed while on the first ship, walk spe
It's *not* flawless. (Score:2)
First VR related death in (Score:2)
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First VR related death in 5....4....3....2.....1.....
- Cat suddenly jumps into your lap while you are intensely focused on surviving in a 1st person horror game with your VR set over your eyes. {Heart-attack}
Oh jeeze (Score:1)
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scifi horror for oculus is so cool (Score:1)
I purchased the game yesterday when I read this is possible. It's not a hack, it really works well and I have to tell you I had to take off the rift a couple of times because it's so intense and scary :) the (scifi) horror genre fits perfect with the extra immersion you get with vr :) If you have an oculus you should definitely try it out.
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Adult diapers.
Anti-convulsives.
Strong tranquilizers
Sixteen pairs of clean underwear.
Dramamine?
Already felt a bit of motion sickness playing it with a standard monitor, though there's a hack for that too (which does seem to help):
http://steamcommunity.com/app/... [steamcommunity.com]
Literally too terrified to continue. (Score:1)
Everyone has different tolerances for this sort of thing but some people may be literally too terrified to play this game in VR [reddit.com].