mrC wrote:Amazing, simply amazing! I dont have OR, but Doom in vr_mode 4 with 3Dscreen is amazing!!!
Please give more love to nonRift vr_mode 4 and GZ3Doom is going to be best thing that happend to doom since brutal doom (atleast for me)
There are 2 ugly problems in vr_mode 4 (tested with GZ3Doom version 1.8.6_h)
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Thanks mrC for the kind words and the detailed problem reports. There is still a lot of room for improvement in the side-by-side stereo mode (vr_mode 3 and 4); but the latest release (1.8.6_k) does fix, at least, the weapon position problem.
http://rotatingpenguin.com/gz3doom/Other recent improvements include:
* Add neck-model based position tracking for both DK1 and DK2
* Correct error in stereo 3D separation at high roll angles
* Place weapon at bottom of screen, where it belongs, in side-by-side vr_modes 3 and 4 (HUD is not yet separated)
* Add controller menu options "snap45left" and "snap45right" for VR "comfort mode" turning controls.
* Installer creates separate aliases for launching GZ3Doom directly into Rift mode, on a particular monitor.
* Console is now readable in Rift mode, if CON_SCALETEXT is set to "1".
* Map is now readable in Rift mode
* Image scaling and fov are improved on DK2
* Adjusted fov on both DK1 and DK2
* Fixed subtle isotropic warping error on DK1 and DK2
* Set Rift prediction interval to 30 milliseconds
* Create new CVAR vr_lowpersist, to set/unset low-persistence mode on the Oculus Rift DK2
* Create meta-command "oculardium_optimosa" to set a bunch of preferred parameters for the Oculus Rift
* Creates movement aliases "turn45left" and "turn45right", which can be bound to keys for "comfort mode"
* Create new CVARS vr_hud_scale, and vr_sprite_scale, to change the size of the HUD and weapon, respectively, in Rift mode