Oculus Rift

General discussion of the port and Doom-related chat.
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Torr Samaho
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RE: Oculus Rift

#61

Post by Torr Samaho » Sun Feb 15, 2015 3:53 pm

Blasphyx wrote: I already tried...vr_mode doesn't seem to work for me. It doesn't recognize the command.
There is no need to change any CVARs. Zandronum should check for OpenGL quad-buffered stereo compatible hardware automatically and will use it if found.
Blasphyx wrote: EDIT: Oh, -new- gpus. Mine's like 3 years old...
I don't know when the support for this was introduced. Your setup needs to support HD3D.

jkenny23
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Joined: Wed Nov 02, 2016 6:12 am

Re: Oculus Rift

#62

Post by jkenny23 » Wed Nov 02, 2016 6:24 am

Apologies for bumping a very old thread, but I'm having an issue with not being able to disable quad buffered stereo 3D with an AMD video card (R9 270X) and 3D capable TV. Is there a console option or .ini variable to force normal mode instead of 3D? Works in normal non-3D mode in the newest alpha but I can't play multiplayer then...

User avatar
Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

Re: Oculus Rift

#63

Post by Torr Samaho » Wed Nov 02, 2016 7:03 am

In 3.0, you can disable quad-buffered stereo with "gl_quadbufferedstereo 0". In 2.1.2, there is no option for this. There you need to tell your driver that you don't want stereo 3D.

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