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Jefflogan74's avatar
Jefflogan74
Honored Guest
13 years ago

FPS integration tech.

This is my idea.
I have designs for a controller that is made for first person shooters using the Oculus Rift. The controller is lightweight, wireless, and ergonomically designed after a rifle without any nonfunctional bulk. It will possess all of the funtional controls of a standard gaming console controller, which will be accessible from where the user would normally hold on to a rifle. The controller will contain sensor(s) within it that will transmit and mirror is movements into the game as if you were holding a real rifle while wearing the Rift. A directional joypad will be located just above the forward grip to allow for general movement controls such as forward, back, directional facing (left, right). Triggers and bumpers as well as the standard (A, B, X, Y, Xbox) buttons for example are readily accessible from the standard controller purchase. Aiming and looking around in the game are products of the integration of the headset movement and the virtually referenced controller/rifle movements transelated into the game. Bringing your controller up to your shoulder will allow you to aim down the sights just as you would aim a real rifle. The movement of the headset will be tracked independently from the movement of the rifle to a degree. This will create a realistic sense of control over your ingame weapon. You will be able to look down your sights as you would a real rifle and be able to quickly aim at any target within your field of view using the headset and rifle in conjunction. turning to face another direction will be controlled with the forward joypad. This will not however at anytime hinder the headset or rifle from independently looking aiming in the desired direction in your current field of view. Essentially this will be eliminating the right joystick which is traditionally used for looking and aiming, which will now be accomplished by aiming your rifle in conjunction with your headset. Think of it like holding a real rifle in your hand and using it as your would have to in order to look down the sights. Firing your weapon from the hip can still be accomplished because the movements of the controller/rifle are independently tracked within the game. Actually moving forward, backward or turning to face an opposite direction or field of view will be handled with the forward grip's joypad. I have specific designs and descriptions on the controller and how everything will function within a game.

10 Replies

  • No offense but that is clumsy , heavy, and impractical compared to what i have designed. And further more mine specially fits the needs of the Rift. The controls on that device are the problem that i am eliminating.
  • Slopey's avatar
    Slopey
    Honored Guest
    Fair enough, but I don't see how you could have it less clumsy but still keep the feeling of using a real rifle as per your post above - it'll need to have some physical size to it otherwise it won't feel right no?

    Would be interesting to see what you have in mind compared to the D6.
  • First of all, while you are wearing a VR headset you do not need to have a full sized rifle in your hands to feel like you have a rifle in your hands. I have an adjustable stock, rear and forward grip and a frame big enough to house the ergonomic triggers and button placement which are not all over the handles. Second, idea of having a sim weighted controller to a real life rifle is a novel idea but impractical for gaming applications. Some people play shooter for hours. It might get a little tiresome. Third, if you read my original post closely you will se that i am not dragging the camera around with the rifle. That is a terribly clumsy set up which would never allow you to be competitive with a "controller" player. Like i said i have all of the details worked out but i'm not going to just give my idea away.
  • Slopey's avatar
    Slopey
    Honored Guest
    Fair enough.

    I guess where the D6 differs is that it needs to support existing games and consoles, hence the camera implementation. Presumably yours would require the game to support the controller in that regard.
  • That is correct. This controller is designed to give the user fluid and functional control while using the Rift while not sacrificing the quick and precise aiming needed to be competitive. Its intended to be used with the rift. It should also be closer to the cost of a normal controller in cost aside from the motion sensor tech. The compatibility with a normal controller based shooter would as you said would have to be accommodated for in the software.
  • If VR tech is the future of gaming as i believe it is then it goes without saying that software companies are going to have to make a choice. Take a chance and get on board with the next revolutionary step in gaming or play it safe and stick with what they know the masses possess in their living rooms.
  • Slopey's avatar
    Slopey
    Honored Guest
    True, but you'll find software companies will go with established markets every time. You might find that the D6 has already beaten you to the market, even if your product is superior. If it needs specific support, you need a USP over the established installed user base, and moving the gun independently probably isn't going to be enough, as the same software companies can likely use the D6 as an additional controller alongside the Rift, do do exactly what you propose.

    (Just playing devil's advocate - sounds like an interesting device, but like alot of the posts here recently, it's just a concept - it'll be interesting if you ever get it to an actual device/prototype stage).
  • Every thing you said is true. The major difference will be functionality and price. From what seen the other product it may indeed be capable of performing the same function as what i proposed used in conjunction with the rift. But the rifle large and undoubtedly heavier than my design which detract from functionality. Also the price tag just from appearances i would venture to guess will be somewhat larger. Another point is that i designed my product to be used essentially blind as if you were wearing a headset. All of the triggers and buttons are easily accessible while maintaining grip. No fumbling with clips blind or accidentally pushing a button that is poorly placed on a grip. I do not mean to bash another product. I am simply say that my design was created with the rift in mind and extended played use.