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Kono talks about VR


12 replies to this topic

#1
Dolemite

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http://www.playstati...playstation-vr/

 

For the VR part, what can fans expect that will be special, and what are the key features of the virtual reality version?

Kono: For the PlayStation VR, the users can experience what it’s like to be inside the real cockpit. We’re still making the cockpit part, but afterwards, users are able to see freely around themselves inside the cockpit. They will need to think about how to take down enemies while looking behind them, and react on the fly.

 

 

VR is a 360 degree cockpit.

 

Ace Combat has finally achieved the camera abilities of IL-2.


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#2
ekirbo

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I'm really curios about what would happen if your cockpit is hit by a laser when the headset is on. Would they just not show the light or would it be blindingly bright?


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#3
FoxHoundElite

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I'm really curios about what would happen if your cockpit is hit by a laser when the headset is on. Would they just not show the light or would it be blindingly bright?

that would be like being hit by a flashbang right?


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#4
Kaiten Sushi-kun

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t0p improvement

 

leave it to kono to think up shitty gimmicks.

 

They will need to think about how to take down enemies while looking behind them, and react on the fly.

 

kono: "I have no idea what I'm talking about"

 

wow, it's like this hasn't been a thing ever since AC2


Edited by Kaiten Sushi-kun, 30 December 2015 - 01:09 PM.

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#5
Hue

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It would be an improvement... were it not for the fact that every target is displayed at a certain range anyway. In IL-2 it makes sense as a small pixel can either be an ally needing cover or an enemy in the distance, while DCS still has its limits in terms of target acquisition.


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#6
FoxHoundElite

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It would be an improvement... were it not for the fact that every target is displayed at a certain range anyway.

Now you mentioned it,in AC7 trailer i didnt see the range indicator below the lock on box

 

vlcsnap-2015-12-06-16h18m21s983_zpszunfc

 

They could scrap it or add it later,but i prefer the first choice,it will make players have to pay attention to the cockpit's instrument to know the range to the target


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#7
OmegaEGG

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Now you mentioned it,in AC7 trailer i didnt see the range indicator below the lock on box

 

vlcsnap-2015-12-06-16h18m21s983_zpszunfc

 

They could scrap it or add it later,but i prefer the first choice,it will make players have to pay attention to the cockpit's instrument to know the range to the target

 

Well, now that you've said it, it actually makes me wonder if aircraft with helmet-mounted displays (such as the F-35) have a range finder built into the HMD. Perhaps it will only be able for some very few aircraft, particularly those with HMDs.


Edited by OmegaEGG, 31 December 2015 - 02:17 AM.

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#8
Panda

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Now you mentioned it,in AC7 trailer i didnt see the range indicator below the lock on box

 

vlcsnap-2015-12-06-16h18m21s983_zpszunfc

 

They could scrap it or add it later,but i prefer the first choice,it will make players have to pay attention to the cockpit's instrument to know the range to the target

I don't think that's reflective of what the game's HUD will look like. The HUD in the trailer appears to be created separate from 3D environment, and composited in a video editor. The Flanker's designation is in one shot, and not in this one. Additionally, the pitch ladder doesn't line up with the horizon. And the degrees on the compass should not read "165" when the plane is facing NE, which should read around "45". So, some guy animated the HUD manually, but didn't want to add in a fake rangefinder because it probably would've been too much work.

amk9puZ.png

 

 

edit: It appears the compass actually reads "W | [degrees] | E", in which case, it should be reading values close to 360 or 000, not 160 which is almost in the opposite direction.


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#9
FoxHoundElite

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I don't think that's reflective of what the game's HUD will look like. The HUD in the trailer appears to be created separate from 3D environment, and composited in a video editor. The Flanker's designation is in one shot, and not in this one. Additionally, the pitch ladder doesn't line up with the horizon. And the degrees on the compass should not read "165" when the plane is facing NE, which should read around "45". So, some guy animated the HUD manually, but didn't want to add in a fake rangefinder because it probably would've been too much work.

amk9puZ.png

 

 

edit: It appears the compass actually reads "W | [degrees] | E", in which case, it should be reading values close to 360 or 000, not 160 which is almost in the opposite direction.

good observation, this game is pretty much in early stage so they may add other function later


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#10
Strike Commander

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So if VR is all about looking around the cockpit, would they still be able to have a third person view?


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#11
Aquavolt

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So if VR is all about looking around the cockpit, would they still be able to have a third person view?


Of course. I can't imagine how you'd play in 3rd person with a vr headset on though.

Edited by Aquavolt, 31 December 2015 - 05:17 PM.

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#12
Skope Hogan

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It would be an improvement... were it not for the fact that every target is displayed at a certain range anyway. In IL-2 it makes sense as a small pixel can either be an ally needing cover or an enemy in the distance, while DCS still has its limits in terms of target acquisition.

DCS has that now, too.

But still, I see little purpose for this in an Ace Combat.
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#13
Scherzo

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DCS has that now, too.

But still, I see little purpose for this in an Ace Combat.


I think all Kono's really saying is "feeling like you're really inside a plane's cockpit is fucking rad".

Tbh, what I really wanna know is what they'll be doing for the sound design of VR. That's what'll make or break it for me.
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