Oculus Rift
Oculus Rift
Will there be any support for the Oculus Rift or any other such devices?
Do you think Doom would be a good experience on it?
Do you think Doom would be a good experience on it?
RE: Oculus Rift
No. It wouldn't.
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RE: Oculus Rift
Wait for Doom4. Carmack promised Oculus Rift support for it.
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ZandroSkins: a pack made by our community
RE: Oculus Rift
Of course, now that he works in there and on ID Software at once...Ænima wrote: Wait for Doom4. Carmack promised Oculus Rift support for it.
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=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
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=== Death and Decay - A new Monster/Weapon replacer ===
RE: Oculus Rift
Someone would need to make it compatible, it's be cool though.
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RE: Oculus Rift
Wouldn't it just make it even more obvious that the enemies are flat? They'd look like paperboard cut-outs
RE: Oculus Rift
I actually am in works of getting a Oculus Rift, I actually would want to work to find a way to get doom2 in Rift. This is a maybe though, so don't put weight on me.
Being part of this DooM/Port madness since 2006
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- someoneelse
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RE: Oculus Rift
It would be a surreal experience for sure... I mean, with Doom (especially Doom II) psychodelic/grotesque themes it would feel more nightmarish than the realistic games for me.
(I wonder if this Oculus Rift would free me for FPS-caused migraines or caused even worse ones... I have to check it one day)
(I wonder if this Oculus Rift would free me for FPS-caused migraines or caused even worse ones... I have to check it one day)
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RE: Oculus Rift
FPS-caused migraines? Low FOV.
Anyway, Oculus Rift seems like a good idea, but to make it work, you need to use 3d models only due to engine limitations of paper cut-outs of enemies. Meaning Risen 3d and doomsday engine would be suited for the Oculus Rift.
Anyway, Oculus Rift seems like a good idea, but to make it work, you need to use 3d models only due to engine limitations of paper cut-outs of enemies. Meaning Risen 3d and doomsday engine would be suited for the Oculus Rift.
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<+Dastan> edd
<+Dastan> boxxy skin when
<+Shift> dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan> Shift, yes
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21:53:26 <@Estar> well, if i'd be a girl, i would say ideidoom has ok looks
- someoneelse
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RE: Oculus Rift
Low FOV is not helping. Nor isn't changing frames per second, tapping feet, making pauses, eating motion sickness pills, disabling mouselook, enabling mouselook, making mouse slower, making mouse faster, playing while in physical pain, playing while on pain medication, making screen brighter, making screen lighter, removing all textures, playing very high-res, playing very low-res, playing software, playing open-gl nor praying to Loki, RNG, Saint Barbara and Satan.
Anyway, I guess zdoom's voxels would match best, rather than normal 3D models which are looking kind of awful on Doom engine. Items are already done, looking great, I guess it would be hard/impossible with mobs though...
Anyway, I guess zdoom's voxels would match best, rather than normal 3D models which are looking kind of awful on Doom engine. Items are already done, looking great, I guess it would be hard/impossible with mobs though...
Last edited by someoneelse on Tue Sep 24, 2013 5:30 am, edited 1 time in total.
Shared keys will now be in Zandro! Thanks devs for their work, and users for the support!
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RE: Oculus Rift
sounds fun to me
RE: Oculus Rift
Doom 4 in Virtual Reality. Sounds good to me.
RE: Oculus Rift
Well I'm sure, because I created the Oculus Rift mod for gzdoom. Check it out: http://rotatingpenguin.com/gz3doomZeberpal wrote: I'm not sure, but OR works with GZDoom now. link
I'm also in the process of adapting Doomsday for the Oculus Rift.
RE: Oculus Rift
I tried it few days ago with basic display just to see if it works and ..wow, can't wait till OR comes out.
If you're still interested in updating/fixing this, thought you would like to know, GZ3D crashes in few gz hugedetail wads (Winter's Fury and Patrifier), also, I think it has a problem with rendering 3d slopes. (I used vr_mode 8)
If you're still interested in updating/fixing this, thought you would like to know, GZ3D crashes in few gz hugedetail wads (Winter's Fury and Patrifier), also, I think it has a problem with rendering 3d slopes. (I used vr_mode 8)
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RE: Oculus Rift
Awesome. Does your mod also support quad-buffered OpenGL stereo? If not, how much work would it be to add support for this?biospud wrote: Well I'm sure, because I created the Oculus Rift mod for gzdoom. Check it out: http://rotatingpenguin.com/gz3doom
RE: Oculus Rift
Yes, I am still interested in updating GZ3Doom, so your feedback about these problems is definitely appreciated.Zeberpal wrote: If you're still interested in updating/fixing this, thought you would like to know, GZ3D crashes in few gz hugedetail wads (Winter's Fury and Patrifier), also, I think it has a problem with rendering 3d slopes. (I used vr_mode 8)
Well, I did implement quad-buffered stereo, but I did not test it, so it might not work.Torr Samaho wrote:Awesome. Does your mod also support quad-buffered OpenGL stereo? If not, how much work would it be to add support for this?biospud wrote: Well I'm sure, because I created the Oculus Rift mod for gzdoom. Check it out: http://rotatingpenguin.com/gz3doom
Try "vr_mode 7" in gz3doom, and let me know if it works. You need to have a quad buffered video card for this to work.
Last edited by biospud on Thu Oct 31, 2013 8:19 pm, edited 1 time in total.
- Torr Samaho
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RE: Oculus Rift
So far I couldn't get it to work. This quad buffered stereo test program (source included) works on my machine, so I know that my machine at least supports quad buffer stereo to a certain degree. It's a GeForce 9800 GT with the 331.65 driver and 3D Vision screen + glasses.biospud wrote: Well, I did implement quad-buffered stereo, but I did not test it, so it might not work.
Try "vr_mode 7" in gz3doom, and let me know if it works. You need to have a quad buffered video card for this to work.
Last edited by Torr Samaho on Fri Nov 01, 2013 6:17 pm, edited 1 time in total.
RE: Oculus Rift
Thanks for trying it out. Even if you had a quad buffered quad, it might not work without some tweaking. That tanatalizing example program works on my computer too. But I'm pretty far from getting that technique to work with doom. I should get support for quad buffered cards working first, then try to handle the consumer level cards.Torr Samaho wrote:So far I couldn't get it to work. This quad buffered stereo test program (source included) works on my machine, so I know that my machine at least supports quad buffer stereo to a certain degree. It's a GeForce 9800 GT with the 331.65 driver and 3D Vision screen + glasses.biospud wrote: Well, I did implement quad-buffered stereo, but I did not test it, so it might not work.
Try "vr_mode 7" in gz3doom, and let me know if it works. You need to have a quad buffered video card for this to work.
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RE: Oculus Rift
Can you elaborate the difficulties a bit? Since you already have code that renders left and right view, I'd naively guess it should only be necessary to initialize render mode and feed the two views to the right buffers to get this working. I think about giving this a shot myself, but probably I'm overlooking some difficulties and would be happy about every hint you can give.