[Wrong forum] GZDooM on Oculus Rift: Download on page 6!

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GZDooM on Oculus Rift: Download on page 6!

Postby Indecom » Thu Aug 30, 2012 4:57 pm

I'm sure many of you guys here have at least heard of the Oculus Rift. I myself have purchased a developer kit using the funds from my current game. However i believe this would breath a tremendous amount of life into all the old and new DooM wads by literally submerging the player deep into those retro 3d worlds by supporting the use of the Rift's head tracking and immersive gameplay. Imagine literally feeling like you were exploring these areas like they were real. Doom3 bfg supports it, and Doom 4 will, why not get doom 1+2 onto that bandwagon.

Here's a link to their kickstarter page, which ends tomorrow. Terrible timing i know, kinda figured someone else would have suggested this already.

Oculus Rift: Immersive VR
Last edited by Indecom on Tue Oct 15, 2013 3:56 pm, edited 2 times in total.
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Re: Oculus Rift support in GZDooM

Postby Gez » Thu Aug 30, 2012 5:06 pm

Meh, sprites aren't made for 2D rendering.
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Re: Oculus Rift support in GZDooM

Postby Indecom » Thu Aug 30, 2012 5:08 pm

It wouldnt bother me any. I've been playing with gzdoom long enough to know that 2d flat pane like characters are sufficient enough even when placed in a truly 3d environment. It doesnt break the immersion for me when i'm looking up and down at angled sprites when playing without stereoscopy, so why would it break with it?
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Re: Oculus Rift support in GZDooM

Postby Graf Zahl » Thu Aug 30, 2012 11:56 pm

Great!

Another of those 'Please do some work for me which is of no use to others.' ideas.


Sorry, won't happen.
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Re: Oculus Rift support in GZDooM

Postby Indecom » Fri Aug 31, 2012 12:07 am

I'd have no problem doing this myself as i'm a programmer. I merely felt that I, and about 10 thousand other users would benefit from an official patch.
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Re: Oculus Rift support in GZDooM

Postby Nash » Fri Aug 31, 2012 12:46 am

I think it'd be a fun thing to try, I'm always curious about headtracked gaming at home, plus considering Doom 3 BFG Edition will have native support for it... well, since you say you can code, I'm pretty sure you can submit a patch to the Code Submission forum when the hardware and SDK is actually released...
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Re: Oculus Rift support in GZDooM

Postby Indecom » Fri Aug 31, 2012 12:57 am

Yea i'll give it a go myself once i get my developer kit. I'll have to design a 3d hud specific to the doom games that will kinda act like you're wearing a project glass or hologram device that projects information into the real world over top of what you see. If i were to use the current doom statbar it would just hover in mid air and would look incredibly tacky
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Re: Oculus Rift support in GZDooM

Postby Nash » Fri Aug 31, 2012 10:13 am

If the automap branch gets done by then... imagine a floating automap right in front of my eyes. OMG. :O
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Re: Oculus Rift support in GZDooM

Postby jute » Sun Sep 02, 2012 3:01 pm

I would happily buy a Rift if GZDoom supported it.
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Re: Oculus Rift support in GZDooM

Postby Blazko » Thu Jul 04, 2013 6:05 am

Graf Zahl wrote:Great!

Another of those 'Please do some work for me which is of no use to others.' ideas.


Sorry, won't happen.

No use to others?
John Carmack, one of the creators of Doom, has personally introduced the Oculus Rift in last years E3, with a modified version of Doom3. Everyone who tries the Oculus is deeply impressed, as you can see now in many youtube videos. Thinking about Oculus support for Doom is a very logical step and if done properly would certainly impress many thousands of Doom-gamers. So Graf Zahl, with all necessary respect, I think you are a bit shortsighted.
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Re: Oculus Rift support in GZDooM

Postby Mikk- » Thu Jul 04, 2013 6:09 am

Blazko wrote:
Graf Zahl wrote:Great!

Another of those 'Please do some work for me which is of no use to others.' ideas.


Sorry, won't happen.

No use to others?
John Carmack, one of the creators of Doom, has personally introduced the Oculus Rift in last years E3, with a modified version of Doom3. Everyone who tries the Oculus is deeply impressed, as you can see now in many youtube videos. Thinking about Oculus support for Doom is a very logical step and if done properly would certainly impress many thousands of Doom-gamers. So Graf Zahl, with all necessary respect, I think you are a bit shortsighted.

One: why bump this thread it's getting on 10 months old.
Two: It aint gonna happen because it's a lot of unnecessary work just to appeal to the niche audience of those who play doom and have an oculus rift. Why would the developers waste their time on something as useless as vr?
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Re: Oculus Rift support in GZDooM

Postby Nash » Thu Jul 04, 2013 7:56 am

Actually I think the Rift seems to be catching on based on what I'm seeing on social media. I dunno.
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Re: Oculus Rift support in GZDooM

Postby Blazko » Thu Jul 04, 2013 9:29 am

Mikk- wrote:
Blazko wrote:
Graf Zahl wrote:Great!

Another of those 'Please do some work for me which is of no use to others.' ideas.


Sorry, won't happen.

No use to others?
John Carmack, one of the creators of Doom, has personally introduced the Oculus Rift in last years E3, with a modified version of Doom3. Everyone who tries the Oculus is deeply impressed, as you can see now in many youtube videos. Thinking about Oculus support for Doom is a very logical step and if done properly would certainly impress many thousands of Doom-gamers. So Graf Zahl, with all necessary respect, I think you are a bit shortsighted.

One: why bump this thread it's getting on 10 months old.
Two: It aint gonna happen because it's a lot of unnecessary work just to appeal to the niche audience of those who play doom and have an oculus rift. Why would the developers waste their time on something as useless as vr?

Lets make a bet: In 5 years you will be playing your games almost exclusively on VR.
Apart from this, as soon as the oculus rift comes out, millions of gamers will buy it. So it will be not at all a niche anymore.
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Re: Oculus Rift support in GZDooM

Postby albiongeck » Thu Jul 04, 2013 9:55 am

I think it's a pity but it will never catch on, because very large parts of the population experience motion sickness or have problems with stereoscopic vision that prevent it from working for them.
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Re: Oculus Rift support in GZDooM

Postby Indecom » Thu Jul 04, 2013 9:59 am

I actually have my Oculus Rift now, after just a matter of days my motion sickness which was very strong on day one doesnt even exist anymore. The great thing about the Rift is that the sterescopic technique used is the same as what our eyes see naturally, and since the lenses focus the screen at infinite, there is not only no eyestrain, but there is also no image ghosting meaning that the 3d effect is better than what you'd get out of a 3dtv and a 3d movie at the cinemas. It's quite literally the best 3d experience i've ever had. I've been playing doom 3 and half life 2 on it and it literally feels like i'm actually in those environments.
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