Oculus Rift

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TummyFish
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Oculus Rift

#1

Post by TummyFish » Mon Sep 23, 2013 11:47 pm

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?

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RE: Oculus Rift

#2

Post by Ivan » Mon Sep 23, 2013 11:48 pm

No. It wouldn't.
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RE: Oculus Rift

#3

Post by Ænima » Mon Sep 23, 2013 11:50 pm

Wait for Doom4. Carmack promised Oculus Rift support for it.
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RE: Oculus Rift

#4

Post by Ivan » Mon Sep 23, 2013 11:52 pm

Ænima wrote: Wait for Doom4. Carmack promised Oculus Rift support for it.
Of course, now that he works in there and on ID Software at once...
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RE: Oculus Rift

#5

Post by Torvald » Tue Sep 24, 2013 12:35 am

Someone would need to make it compatible, it's be cool though.
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RE: Oculus Rift

#6

Post by BJ Vynz » Tue Sep 24, 2013 3:31 am

Wouldn't it just make it even more obvious that the enemies are flat? They'd look like paperboard cut-outs

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RE: Oculus Rift

#7

Post by SyKoTiC » Tue Sep 24, 2013 4:26 am

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.
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RE: Oculus Rift

#8

Post by someoneelse » Tue Sep 24, 2013 4:58 am

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)
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RE: Oculus Rift

#9

Post by IdeIdoom » Tue Sep 24, 2013 5:09 am

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.
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RE: Oculus Rift

#10

Post by someoneelse » Tue Sep 24, 2013 5:28 am

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...
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RE: Oculus Rift

#11

Post by chesse20 » Wed Oct 09, 2013 4:26 am

sounds fun to me

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RE: Oculus Rift

#12

Post by Master O » Tue Oct 22, 2013 9:00 pm

Doom 4 in Virtual Reality. Sounds good to me.

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RE: Oculus Rift

#13

Post by Zeberpal » Tue Oct 22, 2013 9:46 pm

I'm not sure, but OR works with GZDoom now. link
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RE: Oculus Rift

#14

Post by biospud » Thu Oct 31, 2013 4:41 pm

Zeberpal wrote: I'm not sure, but OR works with GZDoom now. link
Well I'm sure, because I created the Oculus Rift mod for gzdoom. Check it out: http://rotatingpenguin.com/gz3doom

I'm also in the process of adapting Doomsday for the Oculus Rift.

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RE: Oculus Rift

#15

Post by Zeberpal » Thu Oct 31, 2013 5:49 pm

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)
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RE: Oculus Rift

#16

Post by Torr Samaho » Thu Oct 31, 2013 8:14 pm

biospud wrote: Well I'm sure, because I created the Oculus Rift mod for gzdoom. Check it out: http://rotatingpenguin.com/gz3doom
Awesome. Does your mod also support quad-buffered OpenGL stereo? If not, how much work would it be to add support for this?

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RE: Oculus Rift

#17

Post by biospud » Thu Oct 31, 2013 8:17 pm

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)
Yes, I am still interested in updating GZ3Doom, so your feedback about these problems is definitely appreciated.
Torr Samaho wrote:
biospud wrote: Well I'm sure, because I created the Oculus Rift mod for gzdoom. Check it out: http://rotatingpenguin.com/gz3doom
Awesome. Does your mod also support quad-buffered OpenGL stereo? If not, how much work would it be to add support for this?
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 biospud on Thu Oct 31, 2013 8:19 pm, edited 1 time in total.

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RE: Oculus Rift

#18

Post by Torr Samaho » Fri Nov 01, 2013 6:12 pm

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.
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.
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RE: Oculus Rift

#19

Post by biospud » Fri Nov 01, 2013 11:33 pm

Torr Samaho wrote:
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.
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.
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.

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RE: Oculus Rift

#20

Post by Torr Samaho » Sat Nov 02, 2013 9:40 am

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.

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