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Doom 3 BFG Edition

2EyeGuy2EyeGuy Posts: 1,084
Trinity
edited March 2016 in Showcase
Latest version:
https://dl.dropboxusercontent.com/u/101772879/Doom3BFG-VR4.zip

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
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Comments

  • Great! Looking forward to test it once I have my Rift.
  • JaegerJaeger Posts: 4
    NerveGear
    I just found this. Thank you! I can't wait to give it a try!
  • tmektmek Posts: 103
    Hiro Protagonist
    I've got my Rift now (Horray!)

    With doom3 bfg VR The tracking is working great. The warping is even fairly close (but not perfect). The main current issue is that the center of each eye's rendered image is too far off since it was designed for the 5.6 inch panel vs the 7 inch.

    I was able to temporarily work around this by running it in a window and scaling it down a bit.
    (if you can get your r_window* cvars about the same as the ones in the screenshot you can view it with the rift)

    DOOM3 still is a great example for VR. It's a unique environment (futuristic base on mars) with a lot of detail in the world as compared to TF2 due to the differences in art style. The GUIs drawn on in game computer monitors really has yet to be out done by any another game and it works so well for VR. There seems to be a lot more contrast with the dark lighting and shadows than most of the other things i've used with the Rift so far.

    Somewhat unrelated thought: One thing I find interesting is how certain technologies have outpaced the future envisioned by the game artists. The computer monitors like the one used by the guy that checks you in have fairly small screens and are bulky and the "PDA"s look dated compared to a modern day tablet like an iPad. This is a testament to how well the game has held up visually despite being almost a decade old!

    This may be covered in the Rift SDK documentation but can someone tell me the coordinates of the center pixels for both the left and right eyes? By center pixels I mean the pixels in the panel that would be aligned with the center of the lenses.
  • jrd3djrd3d Posts: 138
    Hiro Protagonist
    Will this work with my copy of Original Doom 3, or does it have to be "BFG" edition?
  • 38leinaD38leinaD Posts: 27
    Hi there,
    If I use the provided executable, it starts up the bfg edition and has an additional "dev" menu but the rendering for the rift is not enabled. Everything is like normal. Do i have to enabled it via the console somehow?

    Cheers,
    Daniel
  • spire8989spire8989 Posts: 337
    Hiro Protagonist
    You should try asking here: http://www.mtbs3d.com/phpbb/viewtopic.php?f=142&t=16703&start=40

    This thread doesn't seem to get as much attention.
  • 38leinaD38leinaD Posts: 27
    thanks. that helped a lot.
    Actually, this is a blog post that sums it up nicely: http://www.roadtovr.com/2013/04/27/cymatic-bruce-doom-3-bfg-oculus-rift-support-5327

    cheers,
    daniel
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    New version:
    https://dl.dropboxusercontent.com/u/101772879/Doom3BFG-VR2.zip

    You can look down and see your body, and there's head tracking in cutscenes, and VR920 support for those like me whose Rifts haven't arrived yet.
  • tmektmek Posts: 103
    Hiro Protagonist
    2EyeGuy wrote:
    New version:
    https://dl.dropboxusercontent.com/u/101772879/Doom3BFG-VR2.zip

    You can look down and see your body, and there's head tracking in cutscenes, and VR920 support for those like me whose Rifts haven't arrived yet.

    Sweet :)

    I had a funny experience tho, I went around a corner and saw my shadow and it had no head! (realizing you had to remove the head it doesn't obstruct your vision.)

    One thing I noticed is that when i enable any anti-aliasing in the menus the textures instantly get very blurred. I seem to recall It used to be that this only seemed to happen when motion blur was enabled.

    Find a fairly flat quad with a large texture and open the menu and switch between AA enabled and 2x and see if you notice it.
  • captaintripscaptaintrips Posts: 313
    Art3mis
    Well, the full body experience is cool... but got a little work to do on the lasersite tracking (it's detached from the gun and floats in the air)... and if you look completely down, your body turns 360 degrees, so it looks like you've got your head on backwards, lolol.

    but great work thus far! keep it up!

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  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    tmek wrote:
    I had a funny experience tho, I went around a corner and saw my shadow and it had no head! (realizing you had to remove the head it doesn't obstruct your vision.)
    I was hoping nobody would notice. :) Actually, I can probably fix that fairly easily, since shadows can be controlled separately from rendering.
    tmek wrote:
    One thing I noticed is that when i enable any anti-aliasing in the menus the textures instantly get very blurred. I seem to recall It used to be that this only seemed to happen when motion blur was enabled.
    I don't think I changed anything about that. Was that problem there originally?
    Well, the full body experience is cool... but got a little work to do on the lasersite tracking (it's detached from the gun and floats in the air)... and if you look completely down, your body turns 360 degrees, so it looks like you've got your head on backwards, lolol.
    I was testing it in 2D, since I don't have a Rift, so I didn't notice the lasersight problem, or the tracking problem. But I thought that might be an issue. Unfortunately it's hard to fix, because in the world model the gun isn't being held up and aimed unless you start shooting. So you wouldn't really be able to aim with the lasersight on the gun properly.
  • VaerraentVaerraent Posts: 25
    2EyeGuy wrote:
    Well, the full body experience is cool... but got a little work to do on the lasersite tracking (it's detached from the gun and floats in the air)... and if you look completely down, your body turns 360 degrees, so it looks like you've got your head on backwards, lolol.
    I was testing it in 2D, since I don't have a Rift, so I didn't notice the lasersight problem, or the tracking problem. But I thought that might be an issue. Unfortunately it's hard to fix, because in the world model the gun isn't being held up and aimed unless you start shooting. So you wouldn't really be able to aim with the lasersight on the gun properly.

    Could you not simply attach the lasersight to the gun model and have it clip through the environment? That way, it would always follow the direction the gun sights are pointed.
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    Vaerraent wrote:
    Could you not simply attach the lasersight to the gun model and have it clip through the environment? That way, it would always follow the direction the gun sights are pointed.
    I could, but most of the time the gun is pointed at the floor or the ceiling instead of where it will shoot when you press fire.

    There are two ways of drawing the gun:

    1. Use the view model which includes the hands and part of the arms, and is drawn where you are aiming with a laser sight. The problem with that is that you can't show the body or it will look like you have four arms.
    2. Use the world model for the gun, which fits into the hands on your actual body model, and comes with a set of animations for the torso. The problem with that is that the weapon doesn't look as good, you can't see the ammo display on the weapon, and the animations usually have the gun aimed at the floor or ceiling except when you are firing.

    Maybe what I can do is change which animation it uses, so you are always holding out the gun.
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    New version:
    https://dl.dropboxusercontent.com/u/101772879/Doom3BFG-VR3.zip

    This version now configures automatically based on what HMD you have plugged in. It uses different .cfg files for different HMDs. So it's a lot more plug and play. You should still adjust the stereoRender_warpTargetFraction, and stereoRender_interoccularcentimeters console variables though. If you already set your Oculus Rift console variables up how you like, you will have to do it again after installing this.

    It also fixes the head roll when you die, and has prediction that you can adjust with in_motionSensorPrediction.

    Just extract it into your Doom 3 BFG folder, plug in your HMD, and run Doom3BFGRelease.exe. If you don't have a Rift, you can use the -vr command line parameter to force it to detect a Rift.

    I don't have a Rift to test with, so if people want to have a look at my config files and improve them, feel free to post your changes.
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    OK, here's a newer version:
    https://dl.dropboxusercontent.com/u/101772879/Doom3BFG-VR4.zip
    Extract it into your Doom 3 BFG directory.

    This version finally supports other languages besides English. You don't need to do anything, it will detect what language version you have.

    BTW: If you want to change languages, change languages from Steam the normal way. Start Steam, go to your library, right click Doom 3 BFG, choose properties, go to the language tab, choose whichever language you want (they all have full voice acting), and wait for it to download. When it has downloaded, run the Doom3BFGRelease.exe and it will be in that language.
  • LordJuanloLordJuanlo Posts: 304
    Art3mis
    Thanks! As a Spanish user I appreciate that!
    FirmaRoV.png
    Comunidad española de RV / Spanish VR Community
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    LordJuanlo wrote:
    Thanks! As a Spanish user I appreciate that!
    I know. You were one of the users I had in mind when I was doing it. :)
  • LordJuanloLordJuanlo Posts: 304
    Art3mis
    Hats-off to you, sir! :D

    By the way, it works perfectly, I played half an hour last night in Spanish with no problems.
    FirmaRoV.png
    Comunidad española de RV / Spanish VR Community
  • ConzConz Posts: 83
    Hiro Protagonist
    Thank you for the latest patch.
    It's working with German, too.

    For me the laser sight is to distracting, I have set the values for it very low to hide the laser sight.
    g_LaserSightLengt = 0.1
    (default is "250")
    g_LaserSightWidth = 0.01
    (default is "2.0")

    But it's very hard to hit the target now.
    I would prefer a very small point on the surface of the target.

    The g_fov = "100" is a little bit to wide, "90" is working much better for me.

    With older versions I have had a crash at the terminal of the moving bridge. This one is fixed with your latest patch, too.

    Nice work. :)
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    I think sometimes the debug version crashes when assertions fail (not my fault, I think). The Release version is probably more stable if you get crashes with the debug version.

    You can turn off your body, and have the weapon and laser sight back to normal, with the console command: pm_showBody 0
  • ConzConz Posts: 83
    Hiro Protagonist
    The crash is fixed with the V.4.
    Never tested the debug, only played the release.

    I like the body and the new weapon position.
    Only the laser was on the old position and not on the gun. The flying laser was to ugly, that's why I have scaled the laser sight down to invisible.
  • feuerhahnfeuerhahn Posts: 28
    Is there any solution yet for the borders? I can see the, especially when I look centered but concentrate on the borders. Any command for this?
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    feuerhahn wrote:
    Is there any solution yet for the borders? I can see the, especially when I look centered but concentrate on the borders. Any command for this?
    Set stereoRender_warpTargetFraction to something between 0 and 1. It defaults now to 0.86 so set it higher than that.
  • codescodes Posts: 12
    2EyeGuy wrote:
    feuerhahn wrote:
    Is there any solution yet for the borders? I can see the, especially when I look centered but concentrate on the borders. Any command for this?
    Set stereoRender_warpTargetFraction to something between 0 and 1. It defaults now to 0.86 so set it higher than that.

    I have the same problem, even if I set the warptargetfraction all the way up to 1, I can easily see the outer edges of the rendered image, particularly when looking ahead.

    Also the red laser beam is pointing out from my eye position instead of from the gun.

    Overall these are minor quibbles really for the amazing experience you've managed to add in so far!
    Really looking forward to more great work on this! keep it up!
  • TankshellTankshell Posts: 79
    Hiro Protagonist
    Hi guys,

    What's the best way to improve IQ with this? Does it play nice with AA or downsampling? Compared to my Half Life 2 play-though I seem to notice the jaggies in this quite a bit more...
    [email protected]
    EVGA 780Ti SC
    8GB DDR3 Corsair Vengeance
    Win 8.1 x64
  • IGameArtIGameArt Posts: 89
    Hiro Protagonist
    Hey guys, just had a pretty interesting idea to improve the barrel warping of doom, since i've not had my rift yet, i've actually paid a lot of attention to how the warping works, and to me it looks a good deal different than the rest, with the top, bottom, and sides of the image clipped. So here's my idea. In the console, disable the barrel warping, but still keep the game in full sbs 3d mode, then launch the rift overlay application, found at this LINK

    I've not tested it just yet, but i am about to. Hopefully this will remove the clipped borders of the screen, and thereby increase perceived fov from within the rift itself.
  • MartinCaineMartinCaine Posts: 65
    Hiro Protagonist
    Been playing this in short bursts for the past couple of weeks and I'm really enjoying playing Doom 3 with the Rift. I recorded a little 15 minute video a couple of days ago as part of my ongoing series of blog posts chronicling my Rift experiences:

    http://martincaine.com/gaming/day_fourteen_with_the_oculus_rift_doom_3_footage

    There's a download link for the source 1280x800x60 mp4 there if anyone wants to check out the vid on their Rift :)
  • spyrospyro Posts: 342
    Art3mis
    http://martincaine.com/gaming/day_fourteen_with_the_oculus_rift_doom_3_footage

    There's a download link for the source 1280x800x60 mp4 there if anyone wants to check out the vid on their Rift :)

    Woohoo! Now THAT what I call a proper VR video! :)

    Considering the game: The enemies are looking a little small in VR, but I guess you cannot change that. What wonders me more: Why do you waste so much space of the screen? What's the technical reason for that?

    doom3.jpg


    spyro
  • MartinCaineMartinCaine Posts: 65
    Hiro Protagonist
    I'm guessing you don't yet have a Rift? The actual portion of the screen that you can focus on is pretty much contained within the area that Doom 3 is rendering to here. I also had similar thoughts when I first got my Rift, especially when comparing how the Tuscany demo renders compared to Team Fortress 2.

    TF2 (and Half-Life 2) both use slightly less of the screen than the Tuscany demo does. If you run the vr_calibration test in TF2 it shows the extents of where you can focus on the screen (though if you look directly forward you can see outside these lines in the periphery (but only very slightly):

    2013-05-15_laura_calibration_oculus_rift.jpg

    I believe part of the reason for this wasted screen space is down to the devkits using a 7 inch screen where the lenses were designed for use with a 5 inch screen? If you were using a 5 inch screen you would be rendering to a much greater percentage of the total screen space.
  • spyrospyro Posts: 342
    Art3mis
    Hmm, I actually tested it with my Rift and I could "feel" the small viewspace somehow. Guess it's because of the lack of peripheral view or something.

    spyro
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