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 9:58 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 » Wed Sep 26, 2018 11:01 pm

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 » Wed Sep 26, 2018 11:15 pm

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 6:55 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 10:37 am

is this for gzdoom 4.1.3?
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Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.

Postby Tuckymonster » Mon Sep 02, 2019 5:15 pm

can i replace the gzdoom stuff wiht latest gzdoom?
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Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.

Postby JimmyJ » Wed Sep 25, 2019 7:08 pm

Tuckymonster wrote:can i replace the gzdoom stuff wiht latest gzdoom?

Don't think that'd work, but I feel your pain, I'd love to see a release that uses a more recent version of GZDoom, the incompatibility with a version as old as what's used here is painful, there's a lot of cool stuff I want to play in VR doom that isn't compatable.
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Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.

Postby Crudux Cruo » Thu Mar 19, 2020 6:46 pm

I know this is a massive bump, but i'm not sure what i'm doing wrong. I see it on my screen (VR_mode 10), but instead of showing in my headset it shows on the screen only (in split view which responds to my headset so i know it works partially)
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Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.

Postby hari » Fri Mar 20, 2020 10:08 am

Hi, perhaps the latest version would work better for you: https://github.com/hh79/gz3doom/releases
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Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.

Postby Zeberpal » Sat May 30, 2020 11:57 am

Hello! I'm sorry for bumping this thread.
Unfortunatelly I don't have Vive or a PC cabled headset, but I've noticed GZDoom/GZDoomVR has several vr_mode settings.
So I thought I could just stream PC screen to a smartphone and use GearVR headset to play.
vr_mode 3 seems to be just what I was looking for, but it misses those quad black outside frames to adjust the eyes. I wonder how could I set these on? What is the name of the setting? Does it require an additional library?
I understand it's a fake VR, more like 3D without roll or pitch, but I'm just curious.
I wonder if somebody could help me with this one O-)

P.S. I've found this screenshot of my map from 2016 when GZ3Doom was around, with black frames. But I didn't have anything like a headset back then..


UPD. oh well struggling for some time, I managed to run it using 3rd party steamvr to android plugin and wifi dongle. It's 3dof (controller is 6dof though?), however without cables and heavy headset, with a decent signal efficency. I'm kinda glad I didn't have to buy a high-end headset/controllers to quench my thirst in VR Doom :3:
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