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New Participant
April 13, 2013

Oculus Rift integrations into CryENGINE 3 FreeSDK.

Hi Community.

Just wondering about any chances of getting integrated Oculus Rift support for this engine. Is anybody working with fitting this into the CryENGINE 3 FreeSDK? I am unsure if this can be achieved as the sourcecode provided for indie developers are restricted to GameDLL.

The demand is increasing each day and there is a thread on Crytek's developer forum CryDev located here : http://www.crydev.net/viewtopic.php?f=355&t=94231

    35 replies

    Up and Coming
    August 25, 2013
    It is definitely working - I only had a few minutes to spare earlier however I did download the SDK, run the demo and was able to get the double image with distortion. The image separation was however wrong, therefore the image through the rift was not aligned - the distortion was present though. The tracking was also not running however my warped image was my main curiosity when I did try it out. Will continue to work on this once I have some more free time!
    Up and Coming
    August 25, 2013
    Yes, I managed to get it working as well after modifying a system file. But It looks like the 1280x800 resolution is missing when I try to run the Forest demo. The closest one is 1280x720. And like you said, the eye separation is completely off.
    I also highly doubt this will be a proper stereoscopic rendering with 2 cameras. It looks like they are still using that crappy post processing method using z-buffer to do fake 3D. I remember playing Crysis 2 with Nvidia 3D vision and the stereo was pretty bad because of this method with artefacts around the edges. You just can't fake a proper one camera per eye stereoscopic rendering.
    New Participant
    August 25, 2013
    "Alesh" wrote:
    It looks like they are still using that crappy post processing method using z-buffer to do fake 3D.


    Just my quick impression - I played a little around with this, and from crawling around the CryTek forums, I took r_stereoMode = 2 to mean post-processed stereoscopy whilst the value 1 would signify proper dual-camera rendering.

    Both gave illegibly disorienting values when I tried it, so I'm looking forward to seeing what the forum comes up with. :)
    Up and Coming
    August 26, 2013
    It works well for me in CE 3.5.3
    Great moving from CryTek
    Up and Coming
    August 26, 2013
    "batigol" wrote:
    It works well for me in CE 3.5.3
    Great moving from CryTek


    Can you please provide step by step details on how you got things to work? I have tried however the separation was to extreme as well I had no head tracking. Thanks in advance!
    Up and Coming
    August 26, 2013
    Yes, if you could guide us through the setup in detail, that would be awesome! I can't get the proper eye separation, my pitch tracking is inverted, "r_stereoMode = 1" doesn't work, so I'm really curious how you managed to get it working in proper stereo. Could you make a copy of your system.cfg file?
    Up and Coming
    August 27, 2013
    This is my setting. Hope this help!
    r_stereomode = 2
    r_stereoflipeyes = 1
    r_stereoeyeDist = 0.2
    sys_CurrentHMDType = 1
    r_StereoOutput = 7
    sys_hmd_reset_sensor
    Up and Coming
    August 27, 2013
    hmmmm - thanks for sharing! The tracking is now working however the image is still not correct through the rift?
    Up and Coming
    August 27, 2013
    Ok, I just read it on a crydev forum. Crytek has not offically announced a Rift support yet. Apparently the thread was done by a volunteer and does not reflect an official company statement.