08-06-2014 10:19 PM
quakespasm -vr
host_maxfps xxxwhere 'xxx' is a higher value (as high as you want, if you're interested in keeping vr_vsync disabled). The update is now 240.
08-07-2014 10:03 AM
08-07-2014 11:04 AM
08-07-2014 12:06 PM
ovrHmd_GetDesc(hmd, &hmdDesc);
bounds.x = hmdDesc.WindowsPos.x;
bounds.y = hmdDesc.WindowsPos.y;
bounds.w = hmdDesc.Resolution.w;
bounds.h = hmdDesc.Resolution.h;
SDL_SetWindowPosition(window, bounds.x, bounds.y);
SDL_SetWindowSize(window, bounds.w, bounds.h);
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
"http wrote:
If you want to control the position on the screen when creating a windowed surface, you may do so by setting the environment variables SDL_VIDEO_CENTERED=center or SDL_VIDEO_WINDOW_POS=x,y. You can also set them via SDL_putenv.
08-07-2014 07:14 PM
08-08-2014 01:09 AM
08-08-2014 03:50 AM
"mindabuse" wrote:
What's been keeping me up is that I have a decent pass at full DK2 support with functioning positional tracking. I just need to do some clean-up and then I can post the code + Windows binary. I'm still blown away at what a difference it makes.
At first I had an issue with looking around corners and having the opposing wall culled from drawing, but found a fix by updating the stereo view before that other rendering voodoo happens.
The last bit I was mucking with was two different ways of positioning the camera. The first is simply by moving the camera, which is separate from the actual player entity + view model. This feels kind of neat and fluid in that you can move around your gun in 3D space — and when you move far enough away its weird to have it floating there where your "body" is supposed to be (and technically is from a gameplay standpoint)... The other method is by moving the view entity which tethers your gun to your view when you move. This feels more natural that your gun follows you around. However, there is definitely some strange behavior where it doesn't feel as fluid and unrestricted. I made it a cvar to toggle between the two and will do some more digging tomorrow.
"mindabuse" wrote:
No progress on the Xbox360 triggers, though (they are analog in Windows and digital in OS X with an open source driver).
08-08-2014 09:46 AM
"mindabuse" wrote:
The last bit I was mucking with was two different ways of positioning the camera. The first is simply by moving the camera, which is separate from the actual player entity + view model. This feels kind of neat and fluid in that you can move around your gun in 3D space — and when you move far enough away its weird to have it floating there where your "body" is supposed to be (and technically is from a gameplay standpoint)... The other method is by moving the view entity which tethers your gun to your view when you move. This feels more natural that your gun follows you around. However, there is definitely some strange behavior where it doesn't feel as fluid and unrestricted. I made it a cvar to toggle between the two and will do some more digging tomorrow.
08-08-2014 10:48 AM
08-09-2014 09:29 AM
bind xxx vr_reset
joy_axismove_x #
joy_axismove_y #
joy_axislook_x #
joy_axislook_y #
joy_axis_debug 0/1
08-09-2014 11:09 AM