As Oculus VR announced recently, they continue to push their drive for virtual reality specific content by co-publishing their 2nd title (the first being EVE Valkyrie) and it’s a 3D platformer called Lucky’s Tale. Tonight on Gametrailers’ ‘All Access at E3’ show, Paul introduced the game which looks like a polished mash up of Mario 64, Conker and a dash of Yoshi’s Islans – and was demonstrated using an Oculus Rift DK2 – by a gentleman looking very much like Oculus VR’s Aaron Davies, Director of Developer Relations.
Whilst 3rd person games of any type are relatively thin on the ground right now, there have been some enormously successful examples of platform games utilising the immersive qualities of the Oculus Rift to great effect. And when you place the DK2’s positional tracking into the mix of qualities VR can bring to a game, it makes even more sense. Now, instead of merley rotating the camera to hunt for secret passages or objects you can lean in and peer round entirely naturally. Also, perfect stereocopy probably makes judging depth in the 3D world much easier, making the platforming itself more natural. Bettner claims that his company Playful have been working with Oculus for over a year to refine what eventually became Lucky’s Tale.
I have to say that the title looks like a breath of fresh air to the Oculus Rift catalogue, and I’m fairly sure that’s one of the many reasons Oculus VR decided to back the game and take it to market.
We hope you get our hands on Lucky’s Tale this week as the Road to VR team roam the E3 show floor looking for the latest E3 VR news.
The general consensus is that we’re going to see Oculus throw their hat into the VR input ring very soon, possibly right here at E3 2014, but one element of immersive gaming systems that still seems to be missing, that’s any advance in haptic feedback systems.
Cue Kor-FX is a new device which claims to allow you to physically feel impact suffered in game. The device works by taking an audio feed from your game and transferring those signals into syncronised haptic vibrations that gives the impression of things hitting you or low end vibrations caused by large nearby objects. The device is wireless, and incorporates on-vest adjustable controls for ‘depth of field’ and effect intensity. The vest is being pitched directly at the hardcore gaming and in particular the virtual reality enthusiast community.
It certainly seems to offer to plug a gap that exists currently, despite the glut if VR related peripherals that have appeared over the last 18 months. How well it works, we’ll endeavour to find out and report back.
Sony became console land’s great white VR hope at GDC earlier this year when they announced the existence of Project Morpheus, a dedicated VR Headset for the Playstation 4. Along with a re-animation of the dorment Playstation Move controllers, Sony demo’d the system heavily throughout the show and it’s fair to say made a very good impression on us. And, although Sony has been very careful to emphasise the development / prototypical nature of Morpheus, it hasn’t escaped people’s attention that it looks an awful lot like a finished product. Combine that with their declaration they’d been working on the project for years and you start to wonder if Sony isn’t poised for a release of their VR entrant very soon, perhaps even this year.
We’re hoping to hear from Sony when Morpheus may go on sale and perhaps even a look at what they plan to release to consumer. In addition, look out for games made exclusively for Project Morpheus at the show and perhaps the appearance of standard games with VR functionality announced during the conference. None of the former of course is confirmed, but we’d be surprised Sony would make such a huge splash at GDC without following up on it at E3. We shall see.
Ever since Gametrailers revealed their schedule and keen eyed Oculus Rift fans spotted Palmer Luckey’s name in the line up speculation became rife that the founder of Oculus would be revealing something brand new for the VR Headset. In fact, he introduced the admittedly awesome, but hardly brand new, Super Hot – the off-the-wall action shooter that fiddles with causality that recently hit Kickstarter for funding.
But, in true Palmer style, the incorrigible VR geek flipped out for the camera in what can only be politely called a physical mini explosion. Of course, gif monkeys everywhere sprang into action and the residents of subreddit /r/oculus were treated to another mesmerising looping clip of the event. Enjoy the full force below and check out the SuperHot Kickstarter here. We’re hoping to speak to Oculus at E3 tomorrow and will report what else they have to say thereafter.
There is a chance you may not have seen Atajrubah before, but it’s one of the earlier titles to be launched pledging to be built from the ground up for the Oculus Rift. The development team describe the game as a ‘Arabian inspired Survival Game for the Oculus Rift and traditional input devices’, an intriguing and refreshingly little explored concept, especially in the VR gaming space.
The game is set in a fantasy desert environment bearing a striking resemblance to the middle-east during the 30s and 40s. You’ll be able to explore the world along with others online, seeking out treasures and secrets as you go. To summarise the gameplay style, I’l borrow a neat sentence from the team’s IndieGogo Campaign: “Think Minecraft meets DayZ meets the Middle East, but with Ghuls and Djinn instead of Zombies or Creepers.”
So, how’s development going? We asked Alan Robinson, Lead Developer at Nexy Media to give us an update and share some images of the game in action. Over to Alan:
The past couple months since Comicon Dubai have seen Atajrubah get a total overhaul. We’ve switched to Unreal Engine 4,welcomed new team members on board, got Atajrubah running on different platforms and much more. Its been such an exciting experience watching the game grow and working with Unreal Engine 4 has been a great experience thus far.
[Coding and Technical]
Steamworks was integrated fairly easily early on. In addition to that we’ve got Atajrubah running on Mac and plan on approaching a Linux build in the coming weeks.Over the past week or so I’ve been tackling some technical work in Unreal Engine4 by setting up foliage meshes,Level Of Detail and a flexible terrain material setup.This will help myself and the environment artist more easily decorate a vast yet varied and performance efficient world for players to explore.
[New Team Members]
As with any development team and especially so with an independent one , team members tend to move on when bigger opportunities arise. Irsyad Ishak our concept artist and Joe Dodd our character artist, were both fortunate enough to get hired full time at studios in Singapore and Houston respectively.
Fortunately we have found some amazingly talented artists to fill their roles, I’ve provided some information about the new team members below.
Dan has taken on the task of overhauling the character assets for Atajrubah, at present he’s in the process of finishing the texturing process for the sculpt below.
[Atajrubah Male Player Character]And how about those in-game screenshots? Glad you asked:
Big, bad Electronics Arts, one of the biggest publisher of games throughout the globe are large enough to warrant their own press conference alongside the platform manufacturers. Expect a slew of sports franchises and sequels then. So, why include them in this list? Well, quite some time back DICE, developers of Battlefield and the Frostbite engine said they were looking into supporting the Oculus Rift although nothing public ever came of that. Furthermore, long time VR wish-list participant Mirror’s Edge 2 has had concept art leaked recently, suggesting we’re likely to see more of this game at the show. Mirrors Edge 2 is thought to use Frostbite 2, EA’s engine of choice so it’s possible we may have an incredible VR announcement waiting for us. However, to temper this wild speculation (as that’s what it is), EA have already been clear theOculus Rift would have to have sold significant numbers before it threw it’s hat in the VR ring.
So, perhaps skip this unless you already have an interest in what they’re likely to to show. We’ll of course let you know if these speculations become reality.
Microsoft and their new Xbox One console have played catchup to it’s primary competitor, Sony’s Playstation 4 in both PR and Gamer Kudos since before it’s launch late last year. Sony’s lead was compounded earlier this year at GDC when their worst kept secret in gaming was finally unveiled, a VR Headset named Project Morpheus. Ever since, people have speculated if and when Microsoft would respond with a virtual reality headset of their own. E3 2014 would be the perfect time to announce and although the chances are slim MS will announce anything VR related, we’re hopeful regardless.
Update: Looks like Twitch are having some serious load issues. For an alternative stream, head over to Spike TV here.
The gaming calendar’s biggest event is now upon us and as usual the hype train is stoked and ready to steam! Although the E3 show floor proper doesn’t open its doors until tomorrow, as has become customary, the big players in the industry are getting in early with their dedicated press events.
We know navigating this explosion of news and event can be a nightmare for readers, so we’ve cobbled together a summary of times and location on the web you can get your VR gaming news fix. These will all have a VR slant as is to be expected. And, as is customary around this time, we’ve also thrown in some thoughts on what we’re likely to see and a healthy dose of wild speculation for good measure. Please note, the breakdown only includes events where we think there’s a chance of some virtual reality related new occurring.
E3 Press Conference Timetable – Including Major Timezones For Easy Lookup
First up, the excellent fellows over at the NeoGaf gaming forum (many thanks to forum user Rösti and DeMatador) have put together a brilliant at-a-glance guide for gamers around the world including all major press conferences in all major timezones. Use this as your go to guide for Day Zero of the conference.
Press Conference Schedule and Where to Watch the Live Streams
Finally with E3 2014, we have a central respository for event video streaming as Twitch.TV has been nominated the official streaming partner of E3 2014. All the major players are using the service to broadcast their events live although much more will also be covered by Twitch over the coming days. We’ll be posting stories for each of the events with embedded streams for convenience on Road to VR a little later on.
Below we’ve broken down each event and what highlights might be expected, rumoured or what wild speculation we can concoct just for fun.
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Microsoft [9:30am PDT / 5:30pm BST] – 90 Minutes
Microsoft and their new Xbox One console have played catchup to it’s primary competitor, Sony’s Playstation 4 in both PR and Gamer Kudos since before it’s launch late last year. Sony’s lead was compounded earlier this year at GDC when their worst kept secret in gaming was finally unveiled, a VR Headset named Project Morpheus. Ever since, people have speculated if and when Microsoft would respond with a virtual reality headset of their own. E3 2014 would be the perfect time to announce and although the chances are slim MS will announce anything VR related, we’re hopeful regardless.
Big, bad Electronics Arts, one of the biggest publisher of games throughout the globe are large enough to warrant their own press conference alongside the platform manufacturers. Expect a slew of sports franchises and sequels then. So, why include them in this list? Well, quite some time back DICE, developers of Battlefield and the Frostbite engine said they were looking into supporting the Oculus Rift although nothing public ever came of that. Furthermore, long time VR wish-list participant Mirror’s Edge 2 has had concept art leaked recently, suggesting we’re likely to see more of this game at the show. Mirrors Edge 2 is thought to use Frostbite 2, EA’s engine of choice so it’s possible we may have an incredible VR announcement waiting for us. However, to temper this wild speculation (as that’s what it is), EA have already been clear the Oculus Rift would have to have sold significant numbers before it threw it’s hat in the VR ring.
So, perhaps skip this unless you already have an interest in what they’re likely to to show. We’ll of course let you know if these speculations become reality.
Palmer Luckey Premieres New Oculus Rift Game [Immediately Following EA – approx. 1pm PDT / 9pm BST]
Palmer Luckey, Founder of Oculus VR
Gametrailers, the video streaming gaming news channel, are also providing interviews and commentary during the E3 2014 show. Of particular interest to virtual reality fans though is an appearance by none other than Palmer Luckey, who it’s reported will unveil a brand new title for the Oculus Rift – up to now unseen by the public. The game is likely to be the recently announced Oculus VR’s Co-Published Luckys Talehopefully with a live demo of the game in action. Fingers crossed for even more gaming news from Luckey during the appearance.
Sony became console land’s great white VR hope at GDC earlier this year when they announced the existence of Project Morpheus, a dedicated VR Headset for the Playstation 4. Along with a re-animation of the dorment Playstation Move controllers, Sony demo’d the system heavily throughout the show and it’s fair to say made a very good impression on us. And, although Sony has been very careful to emphasise the development / prototypical nature of Morpheus, it hasn’t escaped people’s attention that it looks an awful lot like a finished product. Combine that with their declaration they’d been working on the project for years and you start to wonder if Sony isn’t poised for a release of their VR entrant very soon, perhaps even this year.
We’re hoping to hear from Sony when Morpheus may go on sale and perhaps even a look at what they plan to release to consumer. In addition, look out for games made exclusively for Project Morpheus at the show and perhaps the appearance of standard games with VR functionality announced during the conference. None of the former of course is confirmed, but we’d be surprised Sony would make such a huge splash at GDC without following up on it at E3. We shall see.
This marks the first in a semi-regular feature in what I hope will be covering the wider aspects of the re-emergence of virtual reality into the commercial and consumer sector. My consultancy, KWP, and our news service The Stinger Report are beginning to be invited to a number of events where VR, and those VR headsets hoping to break into the market, are being demonstrated—many of these events would be totally off the radar of most of the VR community. With this series I hope to give a brief snapshot of the action, to give our readers a wider field of view on the immersive entertainment space.
The mainstream media are slowly warning up to the advent of virtual reality, or at the very least that demonstrating new and exciting ways to play games pulls viewers of the demographics they’re interested in. Now Sony’s Project Morpheus, a new VR Headset developed for the Playstation 4 and revealed officially at GDC this year, has made an appearance to riotous laughter and applause.
The Tonight Show with Jimmy Fallon has in recent years had regular slots on the show designed to showcase new technology and they’ve not shied away from gaming, traditionally an area prime time broadcasters like to steer clear from. In fact, Fallon has played host to the Oculus Rift on more than one occasion, the first time with a pre DK1 prototype back in January 2013.
However, it must be said that Sony’s outing on the Tonight Show was a slickly presented success. If you can gauge success by audiences laughing like drains while their host and a bemused looking Channing Tatum don Sony’s headsets, grab a couple of Playstation Move controllers and flail around like idiots. The pair were playing the now familar ‘Castle’ demo, first seen on the show floor at GDC this year.
After the experience was over, both parties seemed genuinely impressed by what they’d seen. Quite whether the audience had taken on board that what they were watching could be theirs to own within 12 months is another matter. But I think Sony can be pleased with this first foray into the general public’s path. It’ll be interesting to see if it pays off once Sony’s VR solution starts popping up in stores in the future.
Seems Jaunt VR, the company that specialises in the capturing of 3D 360 Virtual Reality enhanced video, have secured themselves some ringside spots for some knockout virtual reality boxing footage. A prototype Jaunt VR camera array has been spotted perched on a pedestal at a recent Top Rank boxing match. Well, I say ‘spotted’, Jaunt tweeted the tantalising image themselves leaving no further details and our imagination.
Jaunt VR recently secured $6.8M in venture capitalist funding from various sources, chiefly to complete development and bring to market the company’s 360 3D camera technology, both hardware and software, to market. Does this image leak mean Jaunt are on the cusp of announcing a deal with Top Rank Boxing to record matches in VR enhanced formats? Or is this simply a toe in the water for both companies? As yet we’re unsure, but it does show that there’s appetite in commercial broadcasting to, at the very least, trial this cutting-edge technology.
Jaunt aren’t the only companies pitching their own virtual reality recording technology at the lucrative broadcast sports TV market. Earlier in the year we had a chance to speak to Next3D and try their latest technology. They two are hoping for event-side positions to record immersive sporting experiences for live VR broadcast.
We’ll update you with more details as we find them. In the mean time, are there any boxing fans out there who can name the fight this image was grabbed from? Post in the comments below.
I’ve now been a gamer for, well, far too long now. More than books, movies or television, games have been my obsession for as long as I can remember. For me, growing up is inextricably linked to the games around during that period of my life and arcades held a special fascination.
Arcades back in the 80s and 90s were the place to play games. Unlike today, computing power in the home trailed far behind the likes of dedicated and often cutting-edge gaming hardware that coin-op manufacturers built for the numerous game arcade halls across the world.
Going way back, watching (and listening to) an original Asteroids machine with its mesmerising, monochrome vector graphics and booming, pulsating soundtrack was a world away from the bleeping, BASIC coded homebrew efforts I had on my meagre Acorn Electron back home. Greats like Commando, R-Type, Bubble Bobble and its sequel Rainbow Islands and later Street Fighter all had a special draw with their dazzling colour, smooth parallax scrolling and stunning sound.
The First Street Fighter (Capcom, 1987), not a patch on its successor.
Commando (Capcom 1985), the first vertical shooter I ever played.
R-Type (Irem, 1987) still one of the most exquisitely designed shmups ever
Rainbow Islands (Taito, 1987) a seemingly frothy platformer, actually filled with cunning secrets
Space Harrier (Sega, 1985) Even today, seeing this cabinet in action is thrilling to me.
Then there were the big ticket cabinets from the likes of Sega, at the times all conquering giants of the gaming industry. Space Harrier, one of the first titles to include a motorised motion cabinet on its Deluxe model was mind blowing to me. 3D Graphics (actually, hardware accelerated 2D sprites) like I’d never seen before, a killer attract sequence and that unforgettable speech sample when you sat down and pressed start “Welcome to the fantasy zone, Get Ready!”.
I’ve tinkered at length with emulators over the years and although these days, home PC hardware is easily able to emulate every Arcade great I ever loved in terms of audio and graphics, something is always missing.
Enter, MemoRift
Sitting down to watch MemoRift’s intro video today (see above) made me realise what the missing piece was, the collective sound of 20+ attract sequences running all in the same space – that wonderful cacophony that has been consigned to distant memory now. Could virtual reality be the missing link for a perfect emulation experience?
In the video, MemoRift developer Roy Lazarovich walks us through the virtual arcade with a myriad standup cabinets all playing their attract sequences and captures that arcade atmosphere brilliantly. By capturing videos of each and every emulated title and then set them to loop, he’s recreated that authentic sound brilliantly.
Memorift is, at its most basic, a front end to emulation. But leveraging the Oculus Rift as your window into this emulation, making browsing your ROM collection an atmospheric walk through nostalgia that nothing else has come close to.
What’s more, Roy has already implemented clever optimisations and options to tweak this experience and ensure machines of all specifications can run the experience. Attract screens can play only on proximity and shut off altogether when running an emulated title.
I’m very much looking forward to getting my hands on MemoRift. However, I can foresee some issues with the model of emulation in virtual reality. Switching between preferred VR control devices and fundamentally incompatible retro devices like micro-switched joysticks and buttons may prove tricky. Plus, the current set of Oculus Rift developer kit display limitations, even low resolution arcade titles that looked best on CRT monitors may not be allowed the pixel perfect representation that retro gamers require to play them at their best.
But Lazarovich’s ambitions for MemoRift don’t end with enhanced emulation. His idea is to give people the ability to build rooms filled with nostalgia – TV, Cartoons, Games, Magazines – anything you need to step back into your past. It’s an intriguing prospect and yet another example of how virtual reality can bring new levels of enhancement to old desires.
There’s no word on release date or public demo’s as yet, but we’ll let you know once we hear anything.
In this episode of the Rev VR Podcast, I am joined by Matt Carrell and Brian Bullard who host the PodVR podcast. Both of them were part of the SVVR Ubercast, and are pioneers in the VR community. We have a great discussion about many hot topics in the VR world.
For those following the virtual reality scene, the name Kite and Lightning will be familiar—a small indie studio behind several impressive Oculus Rift demos. Now, the team has released a visually rich new virtual reality experience that tours users through the environments based on a short film that took five years to produce.
The Elite series is legendary. Father to the modern Space Exploration and Combat genre of games, it hailed a new era of involved gameplay with adult themes and expansive universes to explore. Now, almost 30 years after the release of the BBC-B original, Elite: Dangerous promises not only to bring the series back with a bang, but also to allow you to explore it’s universe through the wonders of virtual reality.
David Braben, one half of the original team behind Elite, is behind the new venture and we asked him if he’d be willing to take your questions on Elite: Dangerous as part of a community Q&A. Gladly, he agreed and we asked you for your questions a couple of weeks ago via subreddit /r/oculus and this very website. The response was excellent and the quality of questions high. A selection of the queries you sent us were sent on to David for his replied, and here below are the responses.
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John Horn (RtoVR): You’ve mentioned that planets within the Elite: Dangerous universe may feature wildlife. Will those be hand-designed or might you consider generating them procedurally?
David: We’ve not put a lot of thought into this yet, but certainly some elements should be procedural.
monographix (RtoVR): Do you think that, once people have spent significant time experiencing games like Elite: Dangerous in virtual reality, that it may alter our perception of the real world?
David: Just about any form of storytelling (ie games, films books) alter our perceptions a little. That is (partly) why we watch them. VR simply accentuates the experience, and I think in that sense it probably does accentuate the perception change a little too.
Just about any formof storytelling (ie games, films books) alter our perceptions a little. That is (partly) why we watch them. VR simply accentuates the experience, and I think in that sense it probably does accentuate the perception change a little too.
George (RtoVR): Will the Oculus Rift be listed under “Recommended System Requirements”?
David: We already support various add-ons in the game like VR displays, 3D TVs, Track IR, a wide range of joysticks, foot pedals, control pads etc. Elite: Dangerous is a great game with or without these add-ons, and the experience you get with them is additive, certainly, but not essential. “Recommended System Requirements” for any add-on is perhaps taking it a little far, so no.
EdZ (RtoVR): In the beta of ED available to Kickstarter Premium backers, HUD UI elements are rendered inside the cockpit, causing convergence issues when focussing on targets. Will this be changed to infinite-depth rendering in the future?
David: We’re continually adjusting such things, so yes, they will improve with time.
John Horn (RtoVR): Will the planets in ED be procedurally generated using voxels, allowing terrain deformation and ‘digging’ for secrets?
David: No, that’s not the plan I’m afraid. We have considered surface damage to planets, but there are some serious network issues when syncing a whole planet full of voxels.
soap (RtoVR): Do you see many applications for virtual reality outside of gaming? What might those be?
David: Yes. Many. Medical – especially when allowing a doctor to see inside a patient when doing keyhole surgery, as a way of visualising information from an ultrasound scanner. Firefighters or bomb disposal or rescue or exploration – similar techniques using ROVs are already used, but VR might help improve this further. Military. Architectural. Espionage. Virtual Tourism.
I was interested to see the new Parrot AR Drone using an Oculus Rift to allow you to fly virtually.
Appellono (reddit): You’ve been involved in the Raspberry Pi project and bringing the technology into schools to enhance the teaching of Computer Science. Do you see any place for virtual reality in the classroom? If so, what?
David: It can help students visualise many things, so yes, I think there are many applications, much like my answer to the previous question!
chuan (reddit): Given the unfortunate fate of the shelved ‘The Outsider’ project at Frontier, is is likely that some of the ideas for the project might find their way into ED?
David: Like with all our games, the technology is shared, so many elements have already been re-used in other games, and in Elite: Dangerous too, and perhaps more so, once you can walk about.
chuan (reddit): The original Elite was notable for many things, one of which being the longer simulation play time you could clock up which at the time was brand new. How do you feel VR might further alter player’s engagement with games like Elite?
David: It changes the depth of engagement more so than the duration. Personally I find I cannot play for so long with a VR headset, as I need to take it off after a while. I suspect this is more of an issue with the current generation than with the technology in general.
I didn’t like the way in most games in the early 1980s that the odds were hopeless, and eventually you were ground down in a war of attrition. It felt odd you couldn’t run away – but then the games were not designed to allow that.
chuan (reddit): I think it was David that came up with the original demo of a spinning 3D spacehip which lead to Elite being created. Can you briefly chat the conceptual leaps which lead from demo to full game?
David: I put together a simple 3D game shooting spaceships. It had four spaceships and felt dull and repetitive. I didn’t like the way in most games in the early 1980s that the odds were hopeless, and eventually you were ground down in a war of attrition. It felt odd you couldn’t run away – but then the games were not designed to allow that. You got a smart bomb every 5,000 points and an extra life every 10,000. It also felt odd you couldn’t choose. So these thoughts came together with the idea of ‘spending score’. Brainstorming ways of changing this pattern, Ian and I realised we needed to make the player need to finish a mission – even if it meant running from the fight – hence travel. Score being money was not such a big stretch (especially in Thatcherite Britain!), so trading seemed an obvious choice – though both Ian and I thought it might be a bit dull.
Apellono (reddit): With a reported 400 billion (!) star systems in the game, do these systems actually exist on a hard-drive somewhere, or are they all contained as possibilities within the procedural code? Does a star system actually exist before someone visits it?
David: They exist, in the same way they existed in Elite and Frontier. If you simply consider Procedural Generation as a fancy form of compression, then yes they do exist.
beIIe-and-sebastien (reddit): Do you think gaming technology (specifically virtual reality) has now caught up to allow the realisation of your vision of Elite should be? If so, when did you realise this had become the case?
David: To be honest, I don’t think VR is essential to a game like Elite: Dangerous, but it is brilliantly additive. The technology simply continues to get better, so each year it is possible to fulfil more of the vision, and we will continue to do so through expansions and updates. Nevertheless, VR is very helpful in the immersion, especially the rapid spread of Oculus Rift.
Apellono (reddit): At what stage of development was Oculus/VR support included, and what design decisions got shaped or altered by choosing to support VR?
David: We already had some thought about VR, but it was the Elite: Dangerous backers asking for it – and us wanting it too – and the fact we were already well set up to support it through our own engine – that we added it to Alpha 1 on 15th December 2013 – as a sort of Christmas present to the backers, together with Track IR, 3D TV, and anaglyph stereo.
RtoVR: Do you have plans to include support for the Development Kit 2 and in particular positional tracking once it’s available?
David; Well, I did Tweet an image of myself playing Elite: Dangerous using an Oculus DK2… So yes, Elite: Dangerous already supports positional tracking, and DK2.
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Thank you to David Braben for taking the time to answer the questions and thanks to you, the community for providing them. Our apologies if yours didn’t make it in this time.