Oculus Rift

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

#41

Post by biospud » Sat May 10, 2014 8:21 pm

Zeberpal wrote: ...GZ3D crashes in few gz hugedetail wads (Winter's Fury and Patrifier)...
I just released a new version of GZ3Doom that corrects the graphical glitches in Putrefier and Winter's Fury wads.

Get the latest version of GZ3Doom for the Oculus Rift (1.8.6_b) at
http://rotatingpenguin.com/gz3doom/

(Glitches in Doom2 level 2 remain)

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RE: Oculus Rift

#42

Post by biospud » Wed May 14, 2014 12:59 pm

biospud wrote: (Glitches in Doom2 level 2 remain)
I'm pleased to report that minor glitches in Doom2 level 2, and Doom E1M4 are cleared up as of GZ3Doom release 1.8.6_c.

http://rotatingpenguin.com/gz3doom/

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RE: Oculus Rift

#43

Post by Rcj8993 » Fri May 16, 2014 6:41 am

oh gosh this would make me motion sick XD

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Torr Samaho
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RE: Oculus Rift

#44

Post by Torr Samaho » Fri May 16, 2014 5:22 pm

biospud wrote: I'm pleased to report that minor glitches in Doom2 level 2, and Doom E1M4 are cleared up as of GZ3Doom release 1.8.6_c.
Awesome! I ported the fix to my experimental Zandronum quad buffer 3D version and it works nicely so far.

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Torr Samaho
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RE: Oculus Rift

#45

Post by Torr Samaho » Sat May 17, 2014 5:04 pm

biospud wrote: I'm pleased to report that minor glitches in Doom2 level 2, and Doom E1M4 are cleared up as of GZ3Doom release 1.8.6_c.
After playing a little more with this I found another minor glitch:
Image
This is in map01 next to the chainsaw. It seems that the check which wall tiles are visible is solely based on the view of the left eye.

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RE: Oculus Rift

#46

Post by biospud » Sun May 25, 2014 7:02 pm

Torr Samaho wrote: This is in map01 next to the chainsaw. It seems that the check which wall tiles are visible is solely based on the view of the left eye.
Actually, which tiles are visible is based on the view of the "center" eye. You can get defects like this in either eye, by looking almost straight along a close, short wall. Until now I felt this problem was relatively minor. Perhaps now that I've fixed up a lot of the huge screw-ups, it's time for met to tackle this issue as well.

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RE: Oculus Rift

#47

Post by Torr Samaho » Sat May 31, 2014 2:53 pm

biospud wrote: Actually, which tiles are visible is based on the view of the "center" eye. You can get defects like this in either eye, by looking almost straight along a close, short wall.
Ah, I see. So far I only noticed the defects in the right I and thus assumed that the visibility check uses the left eye.
biospud wrote: Until now I felt this problem was relatively minor. Perhaps now that I've fixed up a lot of the huge screw-ups, it's time for met to tackle this issue as well.
That would be great!

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RE: Oculus Rift

#48

Post by biospud » Sat May 31, 2014 8:38 pm

Torr Samaho wrote:
biospud wrote: Until now I felt this problem was relatively minor. Perhaps now that I've fixed up a lot of the huge screw-ups, it's time for met to tackle this issue as well.
That would be great!
This issue, plus a few others, is fixed in GZ3Doom 1.8.6_e, released today.
http://rotatingpenguin.com/gz3doom/

By the way, how did you reason out that not calling DrawUnhandledMissingTextures seemed to fix that other issue you reported earlier?

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RE: Oculus Rift

#49

Post by ibm5155 » Thu Jun 05, 2014 11:58 am

@Torr Samaho, are you making the vr_mode 3 from zdoom?
if yes, there's a problem when showing images on screen, it'll not put the acs image on the two windows, but yes on the main one,
here's an example wad http://forum.zdoom.org/download/file.php?id=19662

EDIT:
is it pocible to read words using oculus rift? I don't have one, and the words on screen looks so tinny D:
Last edited by ibm5155 on Thu Jun 05, 2014 12:04 pm, edited 1 time in total.
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RE: Oculus Rift

#50

Post by [PIK] Josh » Sun Aug 24, 2014 7:59 pm

ibm5155 wrote: is it pocible to read words using oculus rift? I don't have one, and the words on screen looks so tinny D:
Just received my DK2 and I can say with the resolution bump up, text is actually readable on screen. The devs working on the Doomsday Engine have almost implemented support for the DK2 (they already finished DK1 awhile back) and should have a updated version by tomorrow for the newer dev kit (8/25).

So sense I haven't tried it yet for DOOM, I cannot tell whether or not it's particularly good. BUT from previous games I've seen (native support and/or just added), the best kind of HUD's are one's floating in the air. MineCrift, the Minecraft + VR mod, implemented this very well. < See eVRydayVR's video on it for example: http://youtu.be/iJPK_ankcJE?list=UUTlgI ... 1zCJqFJwqw >

Also, see this for game play with Doom II + DK1 (low-res).
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
I think they should add the option to move the HUD and have it attached to your body instead of head, but just an idea :P
Last edited by [PIK] Josh on Sun Aug 24, 2014 8:06 pm, edited 1 time in total.

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RE: Oculus Rift

#51

Post by ibm5155 » Fri Aug 29, 2014 6:01 pm

If there's a way to print on the oculus rift port a hudmessage that would fit all the screen please tell me, if not my blink effect will be useless on it :S
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RE: Oculus Rift

#52

Post by Dark-Assassin » Fri Aug 29, 2014 6:08 pm

Seeing as this is a thing. Would it be possible to at least have some proper Anaglyph Stereo 3D? Not everyone can afford VR.

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RE: Oculus Rift

#53

Post by ibm5155 » Fri Aug 29, 2014 7:52 pm

Dark-Assassin wrote: Seeing as this is a thing. Would it be possible to at least have some proper Anaglyph Stereo 3D? Not everyone can afford VR.
IDk about zandronum, but it's already in gzdoom... (also there're other kind of 3D types on it too)
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RE: Oculus Rift

#54

Post by Dark-Assassin » Sat Aug 30, 2014 8:13 am

Hmm, didn't know that.
Just shows how much I've been keeping up with (G)ZDoom.

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Torr Samaho
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RE: Oculus Rift

#55

Post by Torr Samaho » Sat Aug 30, 2014 8:23 am

ibm5155 wrote: IDk about zandronum, but it's already in gzdoom... (also there're other kind of 3D types on it too)
Zandronum 2.0 supports 3D Vision that also can be used with anaglyph glasses. The keyword is 3D Vision Discover.

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RE: Oculus Rift

#56

Post by Dark-Assassin » Sat Aug 30, 2014 8:38 am

I thought NVidia's 3D Vision didn't work for OpenGL renders.

But then again, I'm so far behind in technology and software these days.
Last edited by Dark-Assassin on Sat Aug 30, 2014 8:39 am, edited 1 time in total.

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Torr Samaho
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RE: Oculus Rift

#57

Post by Torr Samaho » Sat Aug 30, 2014 8:44 am

Dark-Assassin wrote: I thought NVidia's 3D Vision didn't work for OpenGL renders.
3D Vision doesn't work with standard OpenGL based renderers, but Zandronum 2.0 supports OpenGL quad-buffered stereo (I made a minimal invasive implementation based on biospud's GZ3Doom), which does work with 3D Vision. The difference is that Zandronum actually prepares both views and 3D Vision just needs to display them. Normally 3D Vision takes a non-stereo aware game and creates the two views itself. This is what only works with Direct3D.

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RE: Oculus Rift

#58

Post by Blasphyx » Fri Feb 13, 2015 11:12 pm

So I can't do this with an ATI card, huh?
Image

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RE: Oculus Rift

#59

Post by Torr Samaho » Sat Feb 14, 2015 1:17 pm

AFAIK the new ATI GPUs support OpenGL quad-buffered stereo. If you have the necessary hardware, just try the latest Zandronum 2.0 beta and see if it works for you.

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RE: Oculus Rift

#60

Post by Blasphyx » Sat Feb 14, 2015 1:51 pm

I already tried...vr_mode doesn't seem to work for me. It doesn't recognize the command.

EDIT: Oh, -new- gpus. Mine's like 3 years old...
Last edited by Blasphyx on Sun Feb 15, 2015 7:17 am, edited 1 time in total.
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