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Re: Official Oculus Rift GZ3Doom thread

PostPosted: Sun Mar 15, 2015 12:41 pm
by Naitguolf
Thank you for the update! Also, its possible to change fov? Tried to change it using fov, but seems nothing happens...

Re: Official Oculus Rift GZ3Doom thread

PostPosted: Sun Mar 15, 2015 3:25 pm
by biospud
Naitguolf wrote: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.

Re: Official Oculus Rift GZ3Doom thread

PostPosted: Fri Mar 20, 2015 10:10 pm
by Naitguolf
Thank you!

Re: Official Oculus Rift GZ3Doom thread

PostPosted: Sun Apr 05, 2015 7:26 pm
by biospud
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)
...


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

Re: Official Oculus Rift GZ3Doom thread

PostPosted: Sun Apr 12, 2015 10:06 am
by biospud
Announcing release 1.8.6_l of GZ3Doom, a stereoscopic 3D version of gzdoom.

http://rotatingpenguin.com/gz3doom/

Changes in this release include:
* Position tracking works in Oculus Rift DK2
* Split hud and menus for side-by-side vr_modes 3 and 4
* Correct position tracking for yaw in DK1 and DK2
* Use Oculus SDK frame timing
* Advance to Oculus SDK 0.4.4 from 0.3.2 (no more pausing the service...)
* Enhancements to vr_mode wiki at https://github.com/cmbruns/gz3doom/wiki ... vr_mode%29
* Correct spelling of "oculardium_optimosa" in installed Rift shortcut scripts.

Re: Official Oculus Rift GZ3Doom thread

PostPosted: Sat Oct 10, 2015 2:56 pm
by DrMoney
Hey everyone, it's been updated to 0.7 with positional tracking!

https://github.com/cmbruns/gz3doom/rele ... oom1.8.6_m

Re: Official Oculus Rift GZ3Doom thread

PostPosted: Sat Oct 10, 2015 7:27 pm
by blackfish
blackfish wrote:Will TrackIR support be a thing for this?


http://www.naturalpoint.com/trackir/

Re: Official Oculus Rift GZ3Doom thread

PostPosted: Sat Oct 17, 2015 6:48 pm
by biospud
Announcing Release 1.8.10_a of GZ3Doom, a fork of GZDoom with support for Oculus Rift and other 3D glasses.

Changes this release:
* Sync with gzdoom 1.8.10, the final release in the gzdoom 1.X series
* Add Options menu items for vr mode, head bobbing, and a control configuration for position recentering
* Avoid various crashing and unusable state conditions
* Reset head position without resetting yaw view direction
* Remove trailing weapon motion after position changes
* oculardium_optimosa command turns off mouse smoothing
* vr_weapon_height CVAR works again in Rift mode

Download this release at https://github.com/cmbruns/gz3doom/rele ... om1.8.10_a

Re: Official Oculus Rift GZ3Doom thread

PostPosted: Sat Oct 17, 2015 8:28 pm
by Nash
Do you have any plans to move to the GZDoom 2.x codebase?

Re: Official Oculus Rift GZ3Doom thread

PostPosted: Sat Oct 17, 2015 8:37 pm
by biospud
Nash wrote:Do you have any plans to move to the GZDoom 2.x codebase?


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".

I'm toying with the idea of beginning a series of incremental pull requests to gzdoom and zdoom, with the aim of incorporating stereo 3D and some other enhancements I have previously made over the past two years in GZ3Doom; maybe with slightly better architecture the second time around.

Re: Official Oculus Rift GZ3Doom thread

PostPosted: Sat Oct 17, 2015 9:10 pm
by Nash
Your project will eventually fall very far behind because 2.x also has non-renderer bugfixes and maintenance.

Re: Official Oculus Rift GZ3Doom thread

PostPosted: Sun Jan 17, 2016 12:25 am
by Galaxy_Stranger
blackfish wrote:
blackfish wrote:Will TrackIR support be a thing for this?


http://www.naturalpoint.com/trackir/


TIMELINE!

That's just a list of known supported games at the manufacturer's site. Whether or not GZDoom or any other engine supports TrackIR doesn't mean it'll show up in that page.

But I'd like to see TrackIR support as well. I don't have the money for an Oculus right now and even if I did, I wouldn't be able to get a hold of one for another year or so anyway. TrackIR provides a nice substitute - and also provides some interesting actor options, like tanks and other like vehicles.

Re: Official Oculus Rift GZ3Doom thread

PostPosted: Sun Apr 03, 2016 5:29 pm
by biospud
Announcing release 1.8.10_c of GZ3Doom: https://github.com/cmbruns/gz3doom/releases

Recent changes include:
* Advance to new Oculus SDK version 1.3.0
* NOTE: Oculus Rift DK1 no longer works as of SDK 1.3.0
* Avoid judder by setting vid_vsync to FALSE as a side effect of oculardium_optimosa command

Re: Official Oculus Rift GZ3Doom thread

PostPosted: Mon Apr 04, 2016 8:45 pm
by Max Dickings
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 ( :shock: :D) or is this only for the Occulus Rift?

Re: Official Oculus Rift GZ3Doom thread

PostPosted: Mon Apr 04, 2016 9:07 pm
by biospud
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 ( :shock: :D) or is this only for the Occulus Rift?


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.