
We find it usually works pretty well for awhile, maybe 15 minutes or so, but it may eventually get out of calibration (with your head pointed "straight" the view is "off-angle" in some way). This means we are not magnetically disciplining the head-tracking of the device, it is purely using the accelerometers. We do not yet support the integrated compass. There are a few points worth noting about the state of the current implementation, as well as what we'd like to enhance: The VR display surface is anti-aliased, as this drastically enhances the visual quality on the current (lower-resolution) devkits. We haven't actually seen the game on an "HD" device yet, but we hope it looks cool. Supporting this within the game is relevant for a few reasons, as it allows us to better optimize our use of the available resolution, and change various interface settings based on the device.

We also support the next-generation "HD" version [of the Rift, which is likely to be closer to the final consumer retail device. We chose to put the entire interface into the virtual space, to see how that would work, with the goal of a minimum of "lifting" the device. Thus far, most of the other Rift implementations we've seen have been very basic, and require removing the head-mount display to access menus and interface screens on a normal monitor. We've gone out of our way to try and come up with an implementation that could be developed fairly quickly (one developer for two weeks, in this case), which would result in real-world game usability. Thus, our current release is considered our "first generation". We expect a similar evolution with VR devices, like the Rift. We did a lot of iteration on the mobile interface, changing defaults and moving things around, tweaking settings and values, to make our game playable there.

User input and discussion is pretty paramount to that process.
VENDETTA ONLINE HD DIFFERENCE FULL
Our strategy on any "new" concept we approach (like, say, porting a full PC MMORPG to mobile devices [is to implement, release and then iterate. We think it's a pretty fascinating device, and we expect there will be a lot of interest from PC gamers. Although the consumer head-mount VR concept has been tried before over the years, the Oculus Rift has a very large field of view, which lends a much deeper sense of immersion thanks to the use of your peripheral vision. Just in case you've somehow avoided the news about the Rift, the device provides a head-tracking "virtual reality" display that you wear on your face, allowing you to "look around" within a game environment and gain a much more true feel of "immersion" within the virtual world. As you may see from our recent press release [we're officially launching support for the Oculus Rift family of head-mounted virtual-reality displays.
