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 --
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