Official Oculus Rift GZ3Doom thread

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Official Oculus Rift GZ3Doom thread

Postby biospud » Tue Oct 15, 2013 8:14 pm

We've been discussing this topic some in another thread already (http://forum.zdoom.org/viewtopic.php?f=4&t=33910&start=75#p716166), but this topic really belongs here, on the Projects board.

I created a mod of gzdoom that supports Oculus Rift, and other stereoscopic 3D modes. Check it out:
http://rotatingpenguin.com/gz3doom/
(Download, source code, documentation etc.)

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Re: Official Oculus Rift GZ3Doom thread

Postby Indecom » Tue Oct 15, 2013 8:24 pm

Really digging this project so far. Another crit I have is in regards to screen overlays not being rendered in rift mode, menus, screen text, all of that doesnt appear right in the rift. Would be cool if you could find a way to emulate the way that DukeVR handles their screen space rendering.
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Re: Official Oculus Rift GZ3Doom thread

Postby biospud » Tue Oct 15, 2013 8:34 pm

Indecom wrote:Really digging this project so far. Another crit I have is in regards to screen overlays not being rendered in rift mode, menus, screen text, all of that doesnt appear right in the rift. Would be cool if you could find a way to emulate the way that DukeVR handles their screen space rendering.


Yeah, I think that's by far the worst thing about the current version. But you may have to wait; that's going to require some serious experimentation and refactoring. But it's definitely on my list.
https://github.com/cmbruns/gzdoom/issues/2
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Re: Official Oculus Rift GZ3Doom thread

Postby Max Dickings » Tue Oct 15, 2013 10:38 pm

I only heard about the OR recently, and my first thought was "Man, really wish I could play Brutal Doom with that..."

Guess that idea isn't that far-fetched :D
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Re: Official Oculus Rift GZ3Doom thread

Postby Nash » Tue Oct 15, 2013 10:49 pm

In my custom fork, I've actually hijacked the unused "roll" actor field to implement camera rolling (by linking that variable to the OpenGL camera) using custom ACS and DECORATE functions.

Looks like i might have to rework that to play well with Rift head tilting... :D
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Re: Official Oculus Rift GZ3Doom thread

Postby RikohZX » Tue Oct 15, 2013 11:11 pm

I think it'd be nice to have an option to make it so the head moves independently of the weapon, if that's possible by any means on the Doom engine. But what you've got so far is pretty good, albeit it's probably difficult to aim a gun with your face.
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Re: Official Oculus Rift GZ3Doom thread

Postby Indecom » Tue Oct 15, 2013 11:14 pm

Actually aiming with your face is easier than with a mouse because you just instinctively look at something, then pull the trigger.
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Re: Official Oculus Rift GZ3Doom thread

Postby DrMoney » Wed Oct 16, 2013 1:15 am

Gah, dreams can come true you guys! I also vote for the option of independent head, it is easier/more accurate than mouse but there is some merit to being able to quickly look around while you fire at a barrel you already lined up.

Other than that, thanks for all the hard work!
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Re: Official Oculus Rift GZ3Doom thread

Postby biospud » Wed Oct 16, 2013 5:52 am

RikohZX wrote:I think it'd be nice to have an option to make it so the head moves independently of the weapon, if that's possible by any means on the Doom engine. But what you've got so far is pretty good, albeit it's probably difficult to aim a gun with your face.


Hmm. That might be tricky to implement. Are there other games that move the weapon independent of the head? If so, I assume there is some sort of crosshair to indicate the weapon aim? Is that crosshair placed at infinite distance in 3D? Or does it dynamically paint the object that would be hit, like a laser sight?
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Re: Official Oculus Rift GZ3Doom thread

Postby Naitguolf » Wed Oct 16, 2013 7:00 am

Thank you very much biospud!!!!! THANK YOU!!!! A real dream.... since 1993 i hope something like this.... now im a few hours....
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Re: Official Oculus Rift GZ3Doom thread

Postby Triple S » Wed Oct 16, 2013 11:31 am

biospud wrote:
RikohZX wrote:I think it'd be nice to have an option to make it so the head moves independently of the weapon, if that's possible by any means on the Doom engine. But what you've got so far is pretty good, albeit it's probably difficult to aim a gun with your face.


Hmm. That might be tricky to implement. Are there other games that move the weapon independent of the head? If so, I assume there is some sort of crosshair to indicate the weapon aim? Is that crosshair placed at infinite distance in 3D? Or does it dynamically paint the object that would be hit, like a laser sight?


Take a look at how TF2's Rift support works. It'll give you a pretty good idea on how to handle the crosshair and whatnot.
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Re: Official Oculus Rift GZ3Doom thread

Postby Naitguolf » Wed Oct 16, 2013 12:54 pm

Work great, but... it is possible to lower the weapon hud? The hand seems to be "flying"...
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Re: Official Oculus Rift GZ3Doom thread

Postby biospud » Wed Oct 16, 2013 1:13 pm

Naitguolf wrote:Work great, but... it is possible to lower the weapon hud? The hand seems to be "flying"...


Yes. The weapon sprite will definitely be repositioned in the next version. I will post back here when the next version is ready. Thanks for the valuable feedback.
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Re: Official Oculus Rift GZ3Doom thread

Postby Naitguolf » Wed Oct 16, 2013 1:19 pm

Thanks to you. I also tried Aliens Colonial Marine.... i cannot describe the joy.... :____) The DooM community is the best in the world. Period.
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Re: Official Oculus Rift GZ3Doom thread

Postby biospud » Sat Oct 19, 2013 7:24 pm

Announcing a new release of GZ3Doom, Version 1.8.2_b :

Thank you to everyone for your insightful feedback, which I will be continuing to incorporate into future releases. Keep the feedback coming. I'm listenng.

Download the latest at http://rotatingpenguin.com/gz3doom/

Changes include:
* Rename CVARS from st3d_<whatever> to vr_<whatever>, so use "vr_mode 8", not "st3d_mode 8"
* Rift mode weapon is smaller and lower
* Rift mode crosshair might be in the right place
* Menus and intermission screens are now inside the Rift in Rift mode (this was the HARD part)
* Elevate head position somewhat (though I did it the wrong way...)
* vr_ipd (interpupillary distance) is read from Rift SDK, if available.
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