ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.5]

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Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.

Postby hoover1979 » Wed Sep 26, 2018 10:58 pm

I live in Australia. I went to my local retailer, and no place in South Australia has them in stock. They have to order it from HTC overseas, and it will take 2 weeks because Australia is.. well Australia.
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Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.

Postby Pixel Eater » Thu Sep 27, 2018 12:01 am

Fat luck getting anything in Aus that isn't hi-vis clothing or iPhones with 300% tax :P
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Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.

Postby PixelWAD » Thu Sep 27, 2018 12:15 am

FYI, Oculus Quest was just announced. All in one headset with 2 controllers and inside out tracking. No pc, no wires, no phones. $399, spring 2019.

I would love to see Doom for it. Unfortunately gzDoom team don't have much interest as VR and they said they don't have the hardware. If anyone could set up a kind of "fund me" campaign, i would definitely participate.

On the other hand, yesterday was released Quake 1 for Daydream with decoupled aiming.
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Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.

Postby OnlyCaleb » Wed Jul 03, 2019 7:55 pm

Now that the index controllers are out, will this be updated to support the index controllers. As it stands this is borderline unplayable with the index controllers.

How can I contact the guy behind this project to request him to update it?
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Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.

Postby Tuckymonster » Fri Jul 12, 2019 11:37 am

is this for gzdoom 4.1.3?
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