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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

MartinSchultz
Honored Guest
Great! Looking forward to test it once I have my Rift.

Jaeger
Explorer
I just found this. Thank you! I can't wait to give it a try!

tmek
Protege
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.

jrd3d
Explorer
Will this work with my copy of Original Doom 3, or does it have to be "BFG" edition?

38leinaD
Honored Guest
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

Thoth_The3x
Explorer
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.

38leinaD
Honored Guest
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

2EyeGuy
Adventurer
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.

tmek
Protege
"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.