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Doom 3 WIP

gplourde
Honored Guest
Original Doom3 for Oculus Rift DK2 - WIP!

Last updated: [September 16, 2014]



This is using the original GPL code so compatible with mods.

Project page: https://github.com/Perpixel/Doom3
Current build download link: https://dl.dropboxusercontent.com/u/22702748/Doom3_VR_09162014a.zip

Objectives:
1) Getting 100% of Doom3 functionality working in the Rift DK2.
2) Adding VR experience with updated UI and controls.
3) Keeping the code portable and usable to other projects.

Status:
This is a project started in mid August 2014 and progress very quickly so far the game is playable but missing head position tracking. No work done on the UI yet. Not recommended to play just yet.

Known issues:
Post processing look different from one eye to the other.
Frustum error cause problem in some very small area where one eye see something and the other doesn't.
HUD doesnt fit screen.
Head position tracking is not working.
Using the PDA offset the HMD orientation. Workaround is to not move your head at all when you open the PDA
123 REPLIES 123

Anonymous
Not applicable
Newest version fixed the crashing. Resolution options would be nice, as the aspect ratio appears to be slightly off. Scale seems off as well, everything is too small. Head tracking is kinda laggy.

Looks like some good progress either way. I'm glad someone is finally making the port happen, keep up the good work =P.

OculusRiftRocks
Explorer
Really looking forward to this, keep it up.

When my stem arrives, I'll be playing this before Half-Life 2 mainly because I completed it too recently, but that thankfully isn't the case with Doom 3.

mrjakes
Honored Guest
Missing Doom 3

Can't wait!
Community helper, hobby semi-developer, full-time father, and a proud Oculus Rift Dev Kit user.

hellion
Honored Guest
i hope you can include decoupled aim in the next release!

gplourde
Honored Guest
It is in now check the first post. BUT its not like HL2 did. Moving your head around will drag the pointer with it. I kinda like it where its not possible to have it go off screen.

I'll experiment with several aiming mode and make them available to choose from and tweak. I got position tracking in yesterday and that is pretty nice to have. Also tested with the rift in primary display and the latency is almost perfect. I hope Oculus fix open GL direct mode ASAP.

hellion
Honored Guest
yea thats what i mean the different aiming modes 🙂

hneuhaus
Honored Guest
"gplourde" wrote:
It is in now check the first post. BUT its not like HL2 did. Moving your head around will drag the pointer with it. I kinda like it where its not possible to have it go off screen.

I'll experiment with several aiming mode and make them available to choose from and tweak. I got position tracking in yesterday and that is pretty nice to have. Also tested with the rift in primary display and the latency is almost perfect. I hope Oculus fix open GL direct mode ASAP.


Thank you very much for releasing this. Yes, different aiming modes just like in Q2-VR would be really amazing. I personally don't like having to control the crosshair with my head and the way it is currently implemented is not practical for me. But this is just a personal preference which is why different modes would be amazing!

gplourde
Honored Guest
You do not have to control the aiming with your head! If you dont see the red pointer and the laser sight in your build its because you don't start the game right or don't have the latest build. Refer to the first post on the thread.

It should be like this now,

https://www.youtube.com/watch?v=A5dejnAo39E

hellion
Honored Guest
i have the same problem as core does ...only i have a 770 card.... same error code so i can not run the current build

gplourde
Honored Guest
Driver version?

I tested on a GTX 770 and it work but I have older drivers.

GTX 770 with 334.89 drivers working.
GTX 690 with latest driver also working.