One of the major challenges in getting First Person Shooters to work with VR HMDs with head tracking is that, ordinarily, where you look in a game is also where you shoot. In other words, your controller moves your head and your gun sights follow exactly. This is problematic in VR as, generally, where you look is controlled independently by the head tracking information provided by your HMD.
Andrews’ new video demonstrates that he has been able to modify Crysis to allow that separation of input, as he did for Half-Life 2. As before, he’s using a modified Sony HMZ-T1 HMD, apparently ‘enhanced’ with some additional Hillcrest tracking sensors (used for head tracking) and a Mag II Gun controller.
Of course, this is a working ‘demo’ designed to anticipate requirements for Oculus Rift integration. As such, there’s no pre-warping of the displayed image. The Rift’s SDK is due for simultaneous release with the HMD towards the end of March and Andrews says once available he will adapt the code to use any new APIs when they appear.
On a more general note, the Mag II, billed by it’s manufacturer as “The World’s first Gyroscopic Gun Controller” uses motion sensors to read your physical movements and translate that to input data for the game in question. It’s an interesting prospect for VR gamers as it adds another layer of immersion. Just how well it works we cannot say, however Andrews certainly seems to be rather fond of it, featuring as it does in both this and his recent HL2 videos.
You can follow Nathan’s project over at this MTBS3D forum thread and his YouTube channel can be found here.