ViveDoom version 0.5.5

@cmbruns cmbruns released this Jun 27, 2017 · 2 commits to openvr since this release

Release Notes:

  • Fixes HMD rendering on AMD graphics boards

Instructions:

  • Have a working HTC Vive or Oculus Rift headset
  • Install, configure, and run SteamVR
  • Obtain a doom game wad file
  • Run the ViveDoom installer (below)
  • Either
    • Start a game
    • Open the console ("`")
    • type "vr_mode 10"
  • OR
    • Launch "GZDoom VR" from the start menu, under "GZDoom vivedoom..."

Submit bug reports and feature requests at https://github.com/cmbruns/gz3doom/issues?q=is%3Aissue+is%3Aopen+label%3AOpenVR

Participate in the forum thread at https://forum.zdoom.org/viewtopic.php?f=4&t=57026

And the reddit discussion at https://www.reddit.com/r/Vive/comments/6jkit2/original_doom_in_vr_ready_for_testing/

ViveDoom version 0.5.4

@cmbruns cmbruns released this Jun 27, 2017 · 4 commits to openvr since this release

Release Notes:

  • Add CVAR vr_floor_offset (set to -0.4 for a better seated experience)
  • Provide yaw tracking in console and other paused states
  • Hopeful fix for AMD black screen problem

Instructions:

  • Have a working HTC Vive or Oculus Rift headset
  • Install, configure, and run SteamVR
  • Obtain a doom game wad file
  • Run the ViveDoom installer (below)
  • Either
    • Start a game
    • Open the console ("`")
    • type "vr_mode 10"
  • OR
    • Launch "GZDoom VR" from the start menu, under "GZDoom vivedoom..."

Submit bug reports and feature requests at https://github.com/cmbruns/gz3doom/issues?q=is%3Aissue+is%3Aopen+label%3AOpenVR

Participate in the forum thread at https://forum.zdoom.org/viewtopic.php?f=4&t=57026

And the reddit discussion at https://www.reddit.com/r/Vive/comments/6jkit2/original_doom_in_vr_ready_for_testing/

ViveDoom version 0.5.3

@cmbruns cmbruns released this Jun 26, 2017 · 8 commits to openvr since this release

Release Notes:

  • Brightness/contrast/gamma controls now work in VR
  • Incorportate latest gzdoom changes

Instructions:

  • Have a working HTC Vive or Oculus Rift headset
  • Install, configure, and run SteamVR
  • Obtain a doom game wad file
  • Run the ViveDoom installer (below)
  • Either
    • Start a game
    • Open the console ("`")
    • type "vr_mode 10"
  • OR
    • Launch "GZDoom VR" from the start menu, under "GZDoom vivedoom..."

Submit bug reports and feature requests at https://github.com/cmbruns/gz3doom/issues?q=is%3Aissue+is%3Aopen+label%3AOpenVR

Participate in the forum thread at https://forum.zdoom.org/viewtopic.php?f=4&t=57026

And the reddit discussion at https://www.reddit.com/r/Vive/comments/6jkit2/original_doom_in_vr_ready_for_testing/

ViveDoom version 0.5.2

@cmbruns cmbruns released this Jun 26, 2017 · 13 commits to openvr since this release

Release Notes:

  • Include libfluidsynth.dll in installer
  • Maybe avoid a crash scenario

Instructions:

  • Have a working HTC Vive or Oculus Rift headset
  • Install, configure, and run SteamVR
  • Obtain a doom game wad file
  • Run the ViveDoom installer (below)
  • Either
    • Start a game
    • Open the console ("`")
    • type "vr_mode 10"
  • OR
    • Launch "GZDoom VR" from the start menu, under "GZDoom vivedoom..."

Submit bug reports and feature requests at https://github.com/cmbruns/gz3doom/issues?q=is%3Aissue+is%3Aopen+label%3AOpenVR

Participate in the forum thread at https://forum.zdoom.org/viewtopic.php?f=4&t=57026

And the reddit discussion at https://www.reddit.com/r/Vive/comments/6jkit2/original_doom_in_vr_ready_for_testing/

ViveDoom version 0.5.1

@cmbruns cmbruns released this Jun 25, 2017 · 15 commits to openvr since this release

Release Notes:

  • Installer now creates a Start menu short cut for "GZDoom VR"
  • Installer now includes needed shared libraries (and no longer depends on external zlib)

Instructions:

  • Have a working HTC Vive or Oculus Rift headset
  • Install, configure, and run SteamVR
  • Obtain a doom game wad file
  • Run the ViveDoom installer (below)
  • Either
    • Start a game
    • Open the console ("`")
    • type "vr_mode 10"
  • OR
    • Launch "GZDoom VR" from the start menu, under "GZDoom vivedoom..."

Submit bug reports and feature requests at https://github.com/cmbruns/gz3doom/issues?q=is%3Aissue+is%3Aopen+label%3AOpenVR

Participate in the forum thread at https://forum.zdoom.org/viewtopic.php?f=4&t=57026

And the reddit discussion at https://www.reddit.com/r/Vive/comments/6jkit2/original_doom_in_vr_ready_for_testing/

ViveDoom version 0.5.0

@cmbruns cmbruns released this Jun 23, 2017 · 20 commits to openvr since this release

Release Notes:

  • Crosshair is now usable in VR
  • Activating VR mode now forces movebob 0, gl_billboard_faces_camera, and gl_multisample 4
  • Radiation suit and berserk effects now cover the entire field of view

Instructions:

  • Have a working HTC Vive or Oculus Rift headset
  • Install, configure, and run SteamVR
  • Obtain a doom game wad file
  • Run the ViveDoom installer (below)
  • Start a game
  • Open the console ("`")
  • type "vr_mode 10"

Submit bug reports and feature requests at https://github.com/cmbruns/gz3doom/issues?q=is%3Aissue+is%3Aopen+label%3AOpenVR

Participate in the forum thread at https://forum.zdoom.org/viewtopic.php?f=59&t=56623

ViveDoom version 0.1.0

@cmbruns cmbruns released this Jun 22, 2017 · 25 commits to openvr since this release

Release Notes:

  • Minimal version of OpenVR virtual reality mode
  • Includes positional tracking

Submit bug reports and feature requests at https://github.com/cmbruns/gz3doom/issues?q=is%3Aissue+is%3Aopen+label%3AOpenVR

Participate in the forum thread at https://forum.zdoom.org/viewtopic.php?f=59&t=56623