Am I correct in assuming that HudMessages (and generally 2D graphics; weapon sprites, menus etc) will appear dead center when playing with a headset?
If that is true, then - does that mean ACS-based HudMessageOnActor stuff (or basically anything that converts 3D space into 2D graphics using [wiki]HudMessage[/wiki]) would look completely wrong when the mod is played with a headset? Because I assume that with VR rendering, the left and right-eye images of the 3D world have two different projection/perspectives, therefore the calculated HudMessage position won't match up?
Question about VR headsets and HudMessages
- Kinsie
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Re: Question about VR headsets and HudMessages
I can't profess to having played VR GZdoom myself, but if it's anything like basically every other VR port of an existing FPS, all the HUD and UI stuff - presumably including HUDMessages - is rendered out to a quad floating in space in front of the player's face.
So, no, your idea probably wouldn't work.
So, no, your idea probably wouldn't work.
Re: Question about VR headsets and HudMessages
That's what I feared... I'm guessing eventually there may probably be a need to implement an in-engine solution for 3D -> 2D conversion, so that the renderer itself will take care of doing the projection correctly because this stuff is just too primitive for ACS and HudMessages.
I would also assume every ZDoom mod that uses [wiki]Hudmessageonactor[/wiki] will break in VR.
I would also assume every ZDoom mod that uses [wiki]Hudmessageonactor[/wiki] will break in VR.

Re: Question about VR headsets and HudMessages
yeah The acs is rendered inside a little square área, that's one of the reasons I gave up from trying to port cursed maze to gz3doom, because the blink effect that i did on screen that should be around all the screen only fits 1/4 of the screen (making the effect useless since it's not around all the screeen on vr)
EDIT: well, on my case I just used the hudmessage function (+ an extra function to fit the image on any aspect ratio screen)
EDIT: well, on my case I just used the hudmessage function (+ an extra function to fit the image on any aspect ratio screen)
Re: Question about VR headsets and HudMessages

Got my answer. Conclusion: don't even think about abusing HudMessage anymore for screen effects, they'll look like shit in headsets. ;)