phoboslab — Oculus
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phoboslab

NerveGear

phoboslab
NerveGear

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phoboslab
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  • 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 ot…
  • 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). https://github.com/phoboslab/Quakespasm-Rift Huge thanks to swax!
    in Quake Comment by phoboslab July 2013
  • @LordJuanlo: Ha, sorry, I confused your comment with a similar one in my blog: (Quote) (Quote) So, to answer these question: no :P It would probably be a lot of work, and I actually like it the way it is. Sorry. The source is on Github btw., if you…
    in Quake Comment by phoboslab July 2013
  • 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 controller…
    in Quake Comment by phoboslab July 2013
  • Updated with correct stereo separation. Thanks :)
    in Quake Comment by phoboslab July 2013
  • Hacked out the call to SHGetKnownFolderPath in the Oculus SDK. The game now works in a fresh Win XP VM: http://phoboslab.org/log/2013/07/quake-for-oculus-rift
    in Quake Comment by phoboslab July 2013
  • 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.
    in Quake Comment by phoboslab July 2013
  • Google says installing the .NET framework 4 should help: http://www.microsoft.com/en-us/download/details.aspx?id=17851 I'm still looking into various compiler options; haven't done much Windows Development in a while :/
    in Quake Comment by phoboslab July 2013
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