ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.5]

Game Engines like EDGE, LZDoom, QZDoom, ECWolf, and others, go in this forum
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
biospud
Posts: 206
Joined: Mon Oct 14, 2013 2:19 pm
Location: California, USA

ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.5]

Post by biospud »

Do you have an HTC Vive or and Oculus Rift virtual reality headset? If so, please help us test this OpenVR display mode for gzdoom

Get the installer at: https://github.com/cmbruns/gz3doom/releases

Submit bug reports and feature requests at https://github.com/cmbruns/gz3doom/issu ... l%3AOpenVR

I'm starting this new thread here because the pull request thread was starting to digress viewtopic.php?f=59&t=56623

Image
Last edited by biospud on Tue Jun 27, 2017 8:38 am, edited 3 times in total.
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: ViveDoom: gzdoom in virtual reality [version 0.5]

Post by Nash »

I really hope that other person who was super enthusiastic about it starts testing the heck out of this. I have very deep interest too, unfortunately, as I've already explained before, the costs for me to get this hardware is equal to 6 months' worth of pay. :( I hope VR hardware would drop in price soon.

biospud, thank you for taking the time to do this, you obviously are the expert with regards to VR, and I hope these people would be able to assist you sharpen the VR support for GZDoom!
User avatar
Red.Queen
Posts: 4
Joined: Sat Jun 24, 2017 1:38 am

Re: ViveDoom: gzdoom in virtual reality [version 0.5]

Post by Red.Queen »

MIgrating our conversation over from the pull thread:
Me:

Logged an hour with 0.5 in E1 tonight. No crashes, no serious visual anomalies. Worst I saw was a few instances of a few pixels of white shimmer at the left and right edges of my vision for a split second, and I could only get that to happen if I quickly turned my head while circle strafing at a full run. Interestingly it was *only* if I turned my head in addition to using the mouse and keyboard.

Had one instance where a pinky flickered briefly between left and right eye when it was practically standing on top of me. Otherwise that was it. Animations were fine, smoke, lighting, decals, etc all looked good. No audio problems either -- music and sound FX played properly, and their position tracked correctly. No framerate issues, had a consistent, smooth 90FPS. Image was sharp and clear with accurate color.

I noticed ViveDoom allows the HMD to freely look up and down, but locks the mouse to the horizontal axis only when VR mode's engaged. Could we get an option to disable that restriction and let the mouse handle X and Y axis viewing freely if that's our current mouselook setting? The only discomfort I experienced while playing was when I reflexively tried to flick the mouse to look up and down -- I played with using mouselook for controlling horizontal movement and was perfectly at ease. I've played about 3-400 hours of games converted to VR via VorpX with conventional KBM input, including full mouselook and find playing that way quite comfortable. About the only thing that'll make me simsick, aside from a certain flavor of framedrop, is when my intentions behind a given control input don't match up with what happens in game.

Setting notes -- I completely switched off headbob, and made no changes to movement speed. I have a preference for Wolf3D style movement and found it to be more comfortable in VR vs. the normal slippery movement, so I paired up ViveDoom with tzkmove to nix the sliding stop to player movement. Worked fine, so ViveDoom is already compatible with at least some mods!

Let me know if there's any other specific feedback or extra info you need, or any specific things you want tested.

Keep up the good work, I look forward to getting to sit down and play some more and to the next build!
Biospud:

Thanks for the detailed report! This is extremely helpful.

Notes:
* Headbob should already be automatically turned off in ViveDoom 0.5. Did you actually experience bobbing before you adjusted the setting?
* Sorry I'm never going to give you vertical mouselook. You and I have a fundamental irreconcilable philosophical difference on that topic. Sorry.
* I think the white shimmer at the edges might be due to miscalculation of the visible view frustum during culling. I consider this a minor problem that I will look into after we fry some bigger fish.
* Can you tell me a bit more about what you mean by "slippery movement"?

Glad to hear it and help.

1. Nope, I had looked over the .ini after it was generated by an initial startup in 2D and saw that movebob was still at 0.25 (I'm guessing it overrides this on enabling VR mode), so I just tweaked that myself before I restarted and enabled VR, since I remembered a post from earlier in the original thread advising to do so. Sounds like that extra step on my part's no longer needed now.
2. Fair enough, and no worries. It's easy enough for me to work around in play, and perhaps I'll write a mod for myself down the road.
3. Yup, it was definitely no big deal in play. If it helps for the future, my impression was that I needed to have my head turned more than 30 degrees from dead center to have a chance of inducing the shimmer. I'll keep an eye on it and let you know if I nail it down more concretely.
4. Sure. By "slippery movement" I just mean the default player movement, where you slide to a stop after releasing a movement key, rather than halting instantly. I'd adopted the term from Nash's old mod thread -- viewtopic.php?f=37&t=35761
User avatar
biospud
Posts: 206
Joined: Mon Oct 14, 2013 2:19 pm
Location: California, USA

Re: ViveDoom: gzdoom in virtual reality [version 0.5]

Post by biospud »

Red.Queen wrote: 4. Sure. By "slippery movement" I just mean the default player movement, where you slide to a stop after releasing a movement key, rather than halting instantly. I'd adopted the term from Nash's old mod thread -- viewtopic.php?f=37&t=35761
Something like this would be helpful when I figure out how to apply the players real physical position changes into the playsim (at the moment it's just an illusion). The lag and interpolation make things very confusing. My brain already hurt doing the same for the rotational tracking, which fully updates on the next frame, and was thus much easier to reason about.
User avatar
biospud
Posts: 206
Joined: Mon Oct 14, 2013 2:19 pm
Location: California, USA

Re: ViveDoom: gzdoom in virtual reality [version 0.5]

Post by biospud »

Nash wrote:I really hope that other person who was super enthusiastic about it starts testing the heck out of this. I have very deep interest too, unfortunately, as I've already explained before, the costs for me to get this hardware is equal to 6 months' worth of pay. :( I hope VR hardware would drop in price soon.

biospud, thank you for taking the time to do this, you obviously are the expert with regards to VR, and I hope these people would be able to assist you sharpen the VR support for GZDoom!
Thanks for the kind words. I appreciate all of the helpful feedback you have given about GZ3Doom and now this. I keep forgetting that you don't actually have a VR headset.
User avatar
Formic.Sapien
Posts: 21
Joined: Thu Jun 15, 2017 6:20 pm

Re: ViveDoom: gzdoom in virtual reality [version 0.5]

Post by Formic.Sapien »

I couldn't get the 0.5.0 to work on my machine. I submitted a bug on the github. Your exe installer didn't work as it was calling for zlib.dll.

After compiling from your source I couldn't get the vr_mode 10 to work. Other "VR" modes worked (sbs etc.) and I did flag OpenVR in CMake. I put a little more detail in my bug report. Let me know if there's anything else you want to know about my system or want me to do anything.
Last edited by Formic.Sapien on Sun Jun 25, 2017 5:19 am, edited 1 time in total.
User avatar
Formic.Sapien
Posts: 21
Joined: Thu Jun 15, 2017 6:20 pm

Re: ViveDoom: gzdoom in virtual reality [version 0.5]

Post by Formic.Sapien »

Nash wrote:I really hope that other person who was super enthusiastic about it starts testing the heck out of this. I have very deep interest too, unfortunately, as I've already explained before, the costs for me to get this hardware is equal to 6 months' worth of pay. :( I hope VR hardware would drop in price soon.

biospud, thank you for taking the time to do this, you obviously are the expert with regards to VR, and I hope these people would be able to assist you sharpen the VR support for GZDoom!
I agree! I know there are a lot of people looking for this, and I'm sure this'll have a legacy that lasts for however long VR does (hopefully indefinitely!)!
User avatar
biospud
Posts: 206
Joined: Mon Oct 14, 2013 2:19 pm
Location: California, USA

Re: ViveDoom: gzdoom in virtual reality [version 0.5]

Post by biospud »

Formic.Sapien wrote:I couldn't get the 0.5.0 to work on my machine. I submitted a bug on the github. Your exe installer didn't work as it was calling for zlib.dll.

After compiling from your source I couldn't get the vr_mode 10 to work. Other "VR" modes worked (sbs etc.) and I did flag OpenVR in CMake. I put a little more detail in my bug report. Let me know if there's anything else you want to know about my system or want me to do anything.
Thanks for testing this. This is very important feedback. I've added additional questions for you over at your bug report https://github.com/cmbruns/gz3doom/issues/158
User avatar
biospud
Posts: 206
Joined: Mon Oct 14, 2013 2:19 pm
Location: California, USA

Re: ViveDoom: gzdoom in virtual reality [version 0.5]

Post by biospud »

Formic.Sapien wrote:...Your exe installer didn't work as it was calling for zlib.dll...
That's because I forgot to set FORCE_INTERNAL_ZLIB when I built the installer. I updated the installer, and it now also has the other needed dlls. Could you please try the latest installer, version 0.5.1, and report back whether it works better?
https://github.com/cmbruns/gz3doom/releases
User avatar
Formic.Sapien
Posts: 21
Joined: Thu Jun 15, 2017 6:20 pm

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

Post by Formic.Sapien »

Newest build works perfectly for me! I played in Hexen and Heretic for a bit, and they both work great as well, no issues.
User avatar
biospud
Posts: 206
Joined: Mon Oct 14, 2013 2:19 pm
Location: California, USA

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

Post by biospud »

Formic.Sapien wrote:Newest build works perfectly for me! I played in Hexen and Heretic for a bit, and they both work great as well, no issues.
Thanks for testing! You probably noticed that yesterday I hurled the reddit hive mind at my latest dev builds, which has greatly helped me to polish the gameplay. Next up will be motion controller support...
User avatar
biospud
Posts: 206
Joined: Mon Oct 14, 2013 2:19 pm
Location: California, USA

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

Post by biospud »

After feedback from the folks at reddit /r/Vive/ yesterday https://www.reddit.com/r/Vive/comments/ ... r_testing/, I have updated my development version installer to ViveDoom 0.5.4 https://github.com/cmbruns/gz3doom/releases
User avatar
ArkVogel
Posts: 11
Joined: Fri Jun 09, 2017 3:57 pm

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

Post by ArkVogel »

Hey biospud!

I commented before on reddit, and I'm back with a few more comments, this time it's about motion controllers... Realistically you wouldn't be able to cover each and every mod out there (which mostly all WORK! I've tested most mods in my collection! :D) So how about this: You could use a single placeholder 3D weapon showing only the weapon slot number, where you could switch weapons by pressing left and right on the right MC's trackpad. And in case of multiple weapons occupying the same slot (like Russian Overkill) you could switch between them by pressing up and down. As for movement, I think leyland's D3BFG's VR left trackpad motion schemes would work great here too.

Keep it up!
User avatar
biospud
Posts: 206
Joined: Mon Oct 14, 2013 2:19 pm
Location: California, USA

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

Post by biospud »

ViveDoom 0.5.5 fixes rendering to HMD on AMD graphics boards https://github.com/cmbruns/gz3doom/releases
User avatar
biospud
Posts: 206
Joined: Mon Oct 14, 2013 2:19 pm
Location: California, USA

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

Post by biospud »

ArkVogel wrote:Hey biospud!

I commented before on reddit, and I'm back with a few more comments, this time it's about motion controllers... Realistically you wouldn't be able to cover each and every mod out there (which mostly all WORK! I've tested most mods in my collection! :D) So how about this: You could use a single placeholder 3D weapon showing only the weapon slot number, where you could switch weapons by pressing left and right on the right MC's trackpad. And in case of multiple weapons occupying the same slot (like Russian Overkill) you could switch between them by pressing up and down. As for movement, I think leyland's D3BFG's VR left trackpad motion schemes would work great here too.

Keep it up!
Thanks for testing those mods and for the thoughtful suggestions.

Return to “Game Engines”