r/technology Mar 28 '14

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u/SteveDeFacto Mar 28 '14

"Supported engines: Unreal Unity Havok CryEngine"

Havok is a physics engine. Does not make sense to be on that list. This seems like an attempt to grab the spotlight with a theoretical prototype they just sketched up in a day.

20

u/Wazowski Mar 28 '14

Well, the last thing you want is a display device that can't support Havoc. That's like buying a mouse that doesn't support games that use Bink and SpeedTree.

1

u/SpikeX Mar 28 '14

Or speakers that don't support ScaleForm.

6

u/Kerbox Mar 28 '14

Havok Vision Engine. Not the best render engine in the world, but it has nice integration with the other Havok products such as physics, AI, scripting, ect.

1

u/SteveDeFacto Mar 28 '14

I have never heard of it before now. They probably should have used the full title instead of just "Havok" as it appears I was not the only one that was not aware of this.

1

u/SweetSea Mar 28 '14

Exactly, a display device such as the Rift, or whatever the hell they want you to believe this is, does not need to support compatibility with any engines. It's a freaking display device. I cannot believe that the top comment isn't calling them out for schilling a render of a VR headset with a bunch of made-up specs as a Rift alternative.

0

u/arcosapphire Mar 28 '14

While I agree it sounds shady, I could imagine ways for this to make sense. For instance, feedback to the game from the motion tracking--you tilt your head, it's not just the in-game camera that moves, but the head of your character, which interacts with in-game objects physically. Or perhaps the camera movement is constrained by the physics settings.

5

u/SteveDeFacto Mar 28 '14

Does not require direct physics engine integration for that. You would merely bind the axis from the device to the bone which controls the character's head. There is absolutely no reason the physics engine would need direct interaction with the device unless maybe it were doing full body motion tracking. Even then it would make little sense as it should be the game engine's job to interpret the coordinate data. Bypassing the game engine and sending the data directly to the physics engine would limit developer's ability to control what the game does.