Just to chime in: I believe I experienced the same bug when I updated my port of Quake to the 1.4 SDK. It's using SDL's `SDL_SetRelativeMouseMode(SDL_TRUE);` to lock the cursor. However, it seems that OVR "steals" focus from the game or otherwise re…
I just merged swax' changes into my version and added some more 'r_oculusrift_aimmode' settings and fixed the issue LittleGuy describes (if I understood correctly).
Huge thanks to swax!
@LordJuanlo: Ha, sorry, I confused your comment with a similar one in my blog:
phoboslab, are you planing on implementing advanced features like decoupling aiming from looking, so could walk forwards while looking left and so …
Switched to predicted orientation (should feel a bit less laggy) and added r_oculusrift_supersample cvar - defaults to 2. Thanks to Lauri in my blog comments
@LordJuanlo: I don't have the hydra, sorry.
@rmcclelland: I'm interested in controll…
Yep, sorry. The view warping should be fixed now - please re-download. I also made a new screenshot
Edit: I was also able to compile this with Visual Studio 2008 now, so maybe the new version works on XP too.
Google says installing the .NET framework 4 should help:
I'm still looking into various compiler options; haven't done much Windows Development in a while