Half-Life 2 (official) Rift support — Oculus
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Half-Life 2 (official) Rift support

joejoe Posts: 102
Brain Burst
edited January 2016 in Games and Apps
We just shipped a beta for Half-Life 2 that includes Oculus Rift support. To get it, open the properties for HL2 in Steam by right-clicking on the name of the game in your library. Set your command line to "-vr", and opt-in to the SteamPipe beta. This should ship to everybody in a few weeks.

Edited to add:
*** NOTE! The Steam Pipe beta shipped in summer of 2013. You don't need to opt into that beta anymore. ***

This port is a bit more raw than TF2 was when it shipped, so we would appreciate hearing about any bugs you find. Just like in TF2 this mode is experimental, so we really want to hear what you think.

A few known issues:
  • If you clone your desktop monitor to the Rift it won't work very well. You can work around this by picking full screen in the video options.

All of the convars are the same as they were in TF2 with two additions:
vr_viewmodel_offset_forward - Moves the viewmodel back so the elbows are harder to see and it feels more attached to your body.
vr_viewmodel_offset_forward_large - Same as vr_viewmodel_offset_forward, but for the Gravity Gun.

I find these convars to be useful in the game itself, so consider setting them:
hud_quickinfo 1
hud_fastswitch 2

Edited to add this:

The calibrator isn't up and running in HL2, but you can use the one in TF2 to generate the appropriate values. You should definitely do this to avoid eye strain and make the whole experience more pleasant.
  • Run TF2 and calibrate using vr_calibration.
  • Look at the vr_separation_user_inches convar and remember what it is set to
  • Run HL2 and set that convar to the same value.
  • Set vr_separation_toein_pixels to 0 in HL2

You should launch TF2 and run vr_calibration. See what vr_separation_user_inches is set to and set the same
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Comments

  • cyberealitycybereality Posts: 26,156 Oculus Staff
    Awesome! This is great stuff!!!
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i
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  • ChaossChaoss Posts: 250
    Art3mis
    Awesome! This is great stuff!!!

    Nice, do you have a link I can download this HL2 mod?
    "In the future we will be designing dreams, worlds & experiences rather than games."
  • DycusDycus Posts: 76
    It's in Steam; just follow the instructions Joe posted.
  • mwilcoxmwilcox Posts: 21
    Fantastic, can't wait to try it out. Keep up the good work!
  • sh0v0rsh0v0r Posts: 498 Oculus Start Member
    Chaoss wrote:
    Awesome! This is great stuff!!!

    Nice, do you have a link I can download this HL2 mod?

    Read the OP again...
  • ChaossChaoss Posts: 250
    Art3mis
    Dycus wrote:
    It's in Steam; just follow the instructions Joe posted.

    Oh it's actually Valve's doing? that's pretty awesome, I thought someone modded support in. It's really nice to see some of the best games getting Rift Support this early.
    "In the future we will be designing dreams, worlds & experiences rather than games."
  • KarlgamerKarlgamer Posts: 74
    Simply awesome.
  • BaconBacon Posts: 13 Oculus Staff
    well...so much for any plans I had this weekend... :lol:
  • drewbdoodrewbdoo Posts: 15
    Out of curiosity, does this include the control schemes seen in TF2? The detached reticle is already my preference for 2d/hydra playing and works so well with the rift as well.
  • LathspeLLLathspeLL Posts: 87
    Brain Burst
    I love you Valve...
  • Very cool, it's great to see Valve get on board with the Oculus.
  • vietNOMvietNOM Posts: 1
    ahh! :O YES! i have to say i love you as well. :D now just sneak it in left4dead and i shall be a happy MAN!
  • Boone_xBoone_x Posts: 5
    NerveGear
    joe wrote:
    We just shipped a beta for Half-Life 2 that includes Oculus Rift support. To get it, open the properties for HL2 in Steam, set your command line to "-vr", and opt-in to the SteamPipe beta. This should ship to everybody in a few weeks.

    This is great news, any idea when rift support will be integrated with the source sdk 2007, I know there are a lot of modders out there who would love to be able to leverage the official rift support.
  • jackjack Posts: 17
    NerveGear
    This is really, really awesome, but is there any way to calibrate it like TF2? Things that are close to my face (like the G-Man in the intro) look "cross-eyed" to me.
  • GabebGabeb Posts: 10
    NerveGear
    Awesome, thanks a million. Does this also apply to the Episodes?
  • evilSheepevilSheep Posts: 5
    NerveGear
    I've been itching to play through half-life 2 again.. glad I waited!
  • NeverenderNeverender Posts: 1
    NerveGear
    Pleaaase please please let this find its way into a code drop for the Source SDK or Alien Swarm SDK.

    And please let my Rift show up soon.
    jack wrote:
    This is really, really awesome, but is there any way to calibrate it like TF2? Things that are close to my face (like the G-Man in the intro) look "cross-eyed" to me.

    If you have a working calibration for TF2, the relevant configuration is probably in the form of cvars in your config.cfg file. You could try using a diff utility to compare your TF2 and Half-Life 2 config.cfg variables, and see if you can find the ones responsible for the Rift calibration.

    (Disclaimer: I don't have a Rift yet and haven't actually tested this.)
  • CapyvaraCapyvara Posts: 60
    Hiro Protagonist
    Half Life 3D confirmed! :)

    Care to share some implementation details? any differences from the TF2 porting?

    Awesome job Joe! Thanks
  • WormSlayerWormSlayer Posts: 51
    Hiro Protagonist
    edited May 2013
    Great work Joe, thanks!

    @Chaoss: We are working on a mod and currently using Virieo http://imgur.com/a/wIylt
  • FrakurFrakur Posts: 2
    Awesome, can't wait to try this. Thanks!

    Portal 2 next please :D
  • Boone_xBoone_x Posts: 5
    NerveGear
    Yeah the 3d feel and FOV in this native implementation is a huge improvement right off the bat, even with vireio configured pretty well you still lose a lot of vertical fov in HL2 and the extra sense of immersion is definitely noticeable. If we can get this integrated into the HLVR mod I can focus on things like positional headtracking and more unique ways to integrate hydra interactions. Really cool stuff, I just spent like 5 minutes slack-jaw staring at the scanner drones after getting off the train :)
  • rcmaniac25rcmaniac25 Posts: 5
    Definitely awesome. I know it was said that it's rough, but for some reason, I just don't feel the immersion that TF2 and the other Rift demos have within HL2. Maybe it's just some tweaking I would need to do.

    Also, during a loading screen, if you tilt your head, the screen rotates the opposite direction.
  • jackjack Posts: 17
    NerveGear
    OK, I've spent the last hour or so playing this and it is seriously amazing. This is easily the coolest thing I've played on my Rift yet.
  • tmektmek Posts: 103
    Hiro Protagonist
    It is really good. The little flying drones that take flash pictures are mesmerizing to watch flying around.

    My issue is that the default IPD settings must be way off for me. When I come out I am all cross eyed. And there doesn't seem to be the vr_calibration command like in TF2.

    Anyone have info on how to calibrate IPD?
  • sorensilksorensilk Posts: 21
    Yet another thing to add to my very long list of reasons to love Valve...
  • ForeigndevilForeigndevil Posts: 2
    NerveGear
    Very...VERY cool!
  • LathspeLLLathspeLL Posts: 87
    Brain Burst
    Hey joe, do you guys have any plans to add Rift support into the Source SDK? As adoral84 also said, for HLVR Gun tracking mod and for the other mods out there, it's quite important to implement the same support to the sdk.
  • k701k701 Posts: 9
    NerveGear
    tmek wrote:
    It is really good. The little flying drones that take flash pictures are mesmerizing to watch flying around.

    My issue is that the default IPD settings must be way off for me. When I come out I am all cross eyed. And there doesn't seem to be the vr_calibration command like in TF2.

    Anyone have info on how to calibrate IPD?


    This was the first thing I tried. But only Gman in the intro looked off. The actual game looks great even without calibrating, much better than Vireio calibrated to the best of my ability.
  • tmektmek Posts: 103
    Hiro Protagonist
    In terms of feedback....

    I'm noticing that I seem to be seriously straining/crossing my eyes pretty hard to converge the stereo images.

    As i mentioned earlier after playing several minutes when I took off the rift I noticed would be fairly crosseyed and having trouble converging my eyes on real world for a few seconds. I haven't had this problem using any other demos so far (I've played the MinecRift mod for long sessions and do not come out feeling crosseyed after. I have a measured IPD of about 65mm. This convergence issue I seem to be experiencing seems much more significant than just the IPD being off by a few mm.

    To try to put it into reproducible results, if I look at a trashcan or something that should be a meter or so away from my character my eyes are having to converge as much as they would if I were looking at my finger just a few inches from my face. I can lift the Rift up down switching between looking at something in the game a meter away and then something in real life about meter away and my eyes have to uncross significantly. I'm using the world "uncross but it may be the opposite, my eyes may be diverging out to converge the stereo images, all i can say for sure is that going from game to reality my vision is doubled for a few seconds.

    This may or may not be related but when starting a new game I could not converge at all on G-MAN during the opening sequence. The separation of the images was so far apart my eyes couldn't converge on his face.

    Anyone else having similar experiences?
    Are you able to converge on g-man's face in the opening sequence?
    Can you raise and lower the Rift from your face switching from looking at a real world object and and an in-game object about a "meter" away without having your eyes feel like they're uncrossing?
    Do you feel like your eyes have trouble uncrossing viewing reality after a few minutes of play?
  • rcmaniac25rcmaniac25 Posts: 5
    tmek: I agree with you. You worded it much better then my "I just don't feel the immersion that TF2 and the other Rift demos have within HL2".

    I cannot converge on the G-man's face and something like the trash can in the beginning sequence just didn't seem right.
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