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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/

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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/

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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/

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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/

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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/

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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

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Pre-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

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To play GZ3Doom in Oculus Rift mode, follow the instructions at https://github.com/cmbruns/gz3doom/wiki/How-to-run-GZ3Doom-on-Oculus-Rift-Consumer-Version-%28CV1%29

Release Notes:

  • This is a bug-fix release
  • Use smaller HUD area in Rift mode, for better fit with Rift CV1 FOV
  • (finally!) Repair appearance of certain mapping error glitches
  • Correctly show transparent weapon when player is partially invisible
  • Radiation suit and other screen effects now cover the full view
  • Explictly enumerate command line options in Rift shortcut, so power users can more easily modify them
  • Increase default run speed to 80. (I personally also assign a controller button to "run"...)
  • Turn off screen wiping in Rift shortcut and oculardium_optimosa command, since screen wipes were always glitchy anyway
  • Automatically activate xbox controller support in Rift shortcut, because the Rift comes with one, and it's actually pretty nice for standing play
  • Executable is now built with Visual Studio 2015, rather than Visual Studio 2010 (sorry for the long wait with the newer redistributable installer)
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To play GZ3Doom in Oculus Rift mode:

  • Install Oculus Runtime 1.3
  • Install recent display driver version
  • Install GZ3Doom (run the .exe below)
  • Obtain a .WAD file for the game you want to play (more information here), and place the .WAD file in the same folder you installed GZ3Doom to.
  • Turn on your Oculus Rift
  • Test the Oculus Rift Home scene in the Oculus Rift to make sure your Rift functions
  • Launch GZ3Doom using Start Menu->Programs->GZ3Doom->"GZ3Doom on Oculus Rift" shortcut.
  • (alternatively) type "vr_mode 8" in the gz3doom console.
  • (Optional) Configure a wireless controller using (Doom Menu)->Options->Configure Controls, and play standing up. Consider configuring turning controls using the "snap 45 left" and "snap 45 right" controls, for increased comfort.
  • Report problems at https://github.com/cmbruns/gz3doom/issues

Release Notes:

  • Avoid "white box" artifacts in certain areas.
  • Invulnerability artifact effect is much more usable.
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NOTE: This is NOT the latest release of GZ3Doom. Several cookie-cutter internet articles are wrongly deep linking to this particular outdated release. Find the latest here: https://github.com/cmbruns/gz3doom/releases or begin at the main GZ3Doom page http://rotatingpenguin.com/gz3doom/

To play GZ3Doom in Oculus Rift mode:

  • Install Oculus Runtime 1.3
  • Install recent display driver version
  • Install GZ3Doom (run the .exe below)
  • Obtain a .WAD file for the game you want to play (more information here), and place the .WAD file in the same folder you installed GZ3Doom to.
  • Turn on your Oculus Rift
  • Test the Oculus Rift Home scene in the Oculus Rift to make sure your Rift functions
  • Launch GZ3Doom using Start Menu->Programs->GZ3Doom->"GZ3Doom on Oculus Rift" shortcut.
  • (alternatively) type "vr_mode 8" in the gz3doom console.
  • (Optional) Configure a wireless controller using (Doom Menu)->Options->Configure Controls, and play standing up. Consider configuring turning controls using the "snap 45 left" and "snap 45 right" controls, for increased comfort.
  • Report problems at https://github.com/cmbruns/gz3doom/issues
  • Discuss this release on reddit

Release Notes:

  • Advance to new Oculus SDK version 1.3.0
  • NOTE: Oculus Rift DK1 no longer works as of SDK 1.3.0
  • Avoid judder by setting vid_vsync to FALSE as a side effect of oculardium_optimosa command