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Doom 3 BFG Edition

2EyeGuy
Adventurer
Latest version:
https://dl.dropboxusercontent.com/u/101772879/Doom3BFG-VR4.zip

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I don't know what's happening with iD software and Oculus regarding Doom 3 BFG. And I don't know when we get our $20 steam vouchers to help buy Doom 3 BFG.

But we've been working on adding Oculus Rift support to the source code, since it's open source (except the Bink video playback). Our Rift's haven't arrived yet though, so it's a bit hacky.

We've got head-tracking working, but we haven't fixed the shaders or rendering for the 7" yet. Head tracking should work for real Rifts or for Hillcrest trackers.

Download (old version):
https://dl.dropbox.com/u/101772879/Doom3BFGTracking.zip

Source:
https://github.com/tmek/DOOM-3-BFG-VR
464 REPLIES 464

JohnnyDioxin
Expert Trustee
This is great news (to me, at least). Now I have another thing to keep me going the nearly 3 months until my Rift arrives!
I was enjoying Doom 3 on a triple screen set-up, but like my other VR compatible games, I will now put it away until my headset arrives!

Thank a million for this!

i5 9600k @4.5GHz; 16GB DDR4 3200; 6xSSD; RTX2080ti; Gigabyte Z390D Mobo
Rift CV1; Index; Quest; Quest 2

VRTrout
Honored Guest

Samson said:

I did take a little bit of time to get OpenVR support working as well, so this should be available soonish on all platforms with support for motion controls.

Does that mean Vive support including the tracked controllers...? If so that is very good the hear!  Thank you!

Steazy
Honored Guest
Can't wait to check this out, sounds fantastic!

@Samson excited to help out with this project. Which repo are you working out of?

Most up to date Doom 3 BFG VR repo I can find is TMEK's but it's back at the 0.4.1 SDK
https://github.com/tmek/DOOM-3-BFG-VR
This one looks like it's at 0.7?
https://github.com/KozGit/DOOM3-BFG-RIFT

Trying to find the right repo to start hacking at this.

AnotherCrazyCan
Adventurer
You know what I think would be funny? If one guy got an Oculus Rift JUST for Doom 3, missed the memo that it wouldn't be officially supported and is still patiently waiting to this day.
Facebook bought Instagram. How exactly did they ruin them?

v0id
Explorer
I wouldn't say just for Doom 3 but it was a big seller for my DK1... I did beat the game on it too with the original mod. I want to do it again on a better headset now =P


Alienware X51 | Nvidia GTX 600 | i7 3770@3.4 | 16gb ram | DK1 | DK2

RABID
Expert Protege
i played through all 3 campaigns on the DK2. waiting for the chance to do it again with the CV1

Syndroid
Heroic Explorer
Really looking forward playing Doom 3 with the CV1+Touch. 
This is exactly the kind of game I want to play in VR.

Metron4
Explorer
Count me in! I recently discovered the joy of GZ3Doom with my CV1. I also tried my hand at working with the vorpx driver but haven't been successful in setting up older games the way GZ3Doom has. I really would like to know what GZ3Doom is able to do that makes it work so well that vorpx cannot do. Thanks! 

dead4sure
Adventurer
Holy crap! This would be great with motion controllers. I really want a shooter where you move using an analogue sticks and aim gun with the controllers. There's nothing worse than having to stand still all the time.

Anonymous
Not applicable

Metron4 said:

Count me in! I recently discovered the joy of GZ3Doom with my CV1. I also tried my hand at working with the vorpx driver but haven't been successful in setting up older games the way GZ3Doom has. I really would like to know what GZ3Doom is able to do that makes it work so well that vorpx cannot do. Thanks! 


The developer of GZ3Doom was working with the publicly available source files for GZDoom, which was itself based on the publicly released source files for Doom.

The VorpX developer has to try and use tricks and workarounds to coax a correct VR-Stereo dual image from games for which he doesn't have the source code, and which were never, ever developed with VR in mind. Many games use optimisations and shortcuts which frustrate any attempt to get them into VR - for instance, reflections on water which, when rendered in stereo, turn out to have no distance information and so render as vertical billboards with pseudo-reflections (Oblivion, I think), or engine flares on spaceships which are just decals at the same depth as the UI elements (Freespace 2). Screen shaders are especially unfriendly toward stereo rendering.

These problems were bedevilling attempts to get games running with 3d specs decades ago, and they're only more immersion-breaking with VR.

VorpX, Vireio, any stereo emulator or driver for old games, will struggle with these problems - which is why native VR applications will always be far superior - except perhaps in the actual gameplay 😉