Mechwarror/Battletech in VR are there any rumors?

Discussion in 'General Discussion' started by Okami 359, May 15, 2021.

  1. Okami 359

    Okami 359 New Guy Viking

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    I was watching a VR news channel this morning (The Mystical) and they had found some hidden and place holder items in a dev area of the game store. One app (Bo test app 3) is a store page with a big cgi Vulture for the banner. Do to the nature of what they found it may well be nothing but it made me smile anyway so i was wondering if any of you had heard any rumors of an oculus quest game. App footage is at 4:10 and is pretty short.

     
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  2. MostlyHarmless

    MostlyHarmless Master of Recruits Staff Member Jarl SC Huscarl

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    That would be amazing if it would happen! Granted since PGI still haven't met the promise of supporting trackIR that they did big press releases about years ago for MWO and MW5 doesn't support aspect ratios other than the normal 16:9, I'm not holding my breath.
     
  3. jChopper

    jChopper Well Liked Berserker

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    :unamusedwhale:
     
  4. SheepHugger

    SheepHugger Well Liked Viking

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    I just can't. :facepalm:
     
  5. Blackfire1

    Blackfire1 Lord Commander of Procrastination Berserker

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    So unreal engine has a built in VR "rigging". You can to customize it with the dev kit but it's possible. I haven't done it personally so this is just what I've seen from forums.
     
  6. SheepHugger

    SheepHugger Well Liked Viking

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    Unreal engine is in general like a pre-built shooter game and everything about it wants to be a shooter game with all the graphical candy and C++ support you could hope for.

    In my personal experience it was a little bit more awkward to work with Unreal engine but you could 99% of the time do the same with either it or the Unity3D. To me the C# is a lot neater and stuff gets finished a lot faster but someone actually proficient with C++ would be likely roughly as fast with Unreal. That said C++, any lack of skill, poor organization and bad structure in the company and bad foundations,... Hey, I've seen this show and it's called the PGI. :D But I can relate. Depending on a few critical gears in the corporate machinery everything can be grinded to a halt.
     
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  7. Solis Obscuri

    Solis Obscuri Well Liked Hirdman

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    Ain't that the truth!
     
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  8. SheepHugger

    SheepHugger Well Liked Viking

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    Right now I'm professionally working full-time on Unreal and especially Blueprints but also C++.

    Personally, still as a 10 year veteran I have a bunch of things to learn about finding the way to properly identify and reference stuff and so on, especially when entering someone else's project.

    That said especially the C++ is quite nice way to handle a lot of stuff and the ability to use blueprints for simple stuff and to combine large C++ constructs and functions with blueprints is actually very nice. Can have a neat little top level flow chart style logic for what is processed in what order and the C++ provides neat little black boxes (entities) that keep the Blueprints nice and tidy while also ensuring there's not a whole lot of undue cross-referencing and that each module stays neatly in it's place.

    As for debugging etc.- Unity is way superior.

    And actually finding out how something is done? Unity is vastly superior. The documentation and community for Unreal is quite non-existant in comparison.

    But it certainly has it's own perks.
     
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