Re: Official Oculus Rift GZ3Doom thread
Posted: Sun Mar 15, 2015 12:41 pm
Thank you for the update! Also, its possible to change fov? Tried to change it using fov, but seems nothing happens...
For GZ3Doom I created a persistent console variable "vr_rift_fov", to separate the precise fov needed for the Rift, from the very different fov usually used for other modes. I have vr_rift_fov set to 115 degrees. Try changing vr_rift_fov.Naitguolf wrote:Thank you for the update! Also, its possible to change fov? Tried to change it using fov, but seems nothing happens...
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.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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http://www.naturalpoint.com/trackir/blackfish wrote:Will TrackIR support be a thing for this?
No specific plans. Not yet. I don't recall any fans expressing an opinion like "I really wish I could see <some specific feature only available in gzdoom 2.X> in the Oculus Rift".Nash wrote:Do you have any plans to move to the GZDoom 2.x codebase?
TIMELINE!blackfish wrote:http://www.naturalpoint.com/trackir/blackfish wrote:Will TrackIR support be a thing for this?
At the moment GZ3Doom VR is only for the Oculus Rift. But I too will soon be getting a Vive. So there is a good chance GZ3Doom will eventually work on the Vive. But you may need to have patience.Max Dickings wrote:I have a potentially very stupid question -
I'm about to get a free HTC Vive soon, strangely. Does this mean I can Doom in VR ( ) or is this only for the Occulus Rift?