* Creates movement aliases "turn45left" and "turn45right", which can be bound to keys for "comfort mode" * Create meta-command "oculardium_optimosa" to set a bunch of preferred parameters for the Oculus Rift * Create new CVAR vr_lowpersist, to set/unset low-persistence mode on the Oculus Rift DK2 * Set Rift prediction interval to 30 milliseconds * Fixed subtle isotropic warping error on DK1 and DK2 * Image scaling and fov are improved on DK2 * Console is now readable in Rift mode, if CON_SCALETEXT is set to "1". * Installer creates separate aliases for launching GZ3Doom directly into Rift mode, on a particular monitor. * Add controller menu options "snap45left" and "snap45right" for VR "comfort mode" turning controls. * Place weapon at bottom of screen, where it belongs, in side-by-side vr_modes 3 and 4 (HUD is not yet separated) * Correct error in stereo 3D separation at high roll angles * Add neck-model based position tracking for both DK1 and DK2 The latest release of GZ3Doom includes many enhancements, including low-persistence on the DK2 and adjustable weapon sprite size and hud size. Great news, cmbruns! Thanks for your continued work on this! I don't think the DK1 has a low persistence mode. The next release of GZ3Doom will support low persistence on the DK2. tried changing video settings, is there a setting to turn low persistence on? One thing that's slightly annoying, it feels like low persistence is turned off, dk1 mode. That should give you enough power to place the weapon exactly where you want it. There will be a setting in the next release of GZ3Doom that will allow you to adjust the scale of the weapon sprites. I see that the weapons look smaller in the DK2 than they do in they do in the DK1. Basically I'm trying to put the weapon down far enough so I don't see any gap between the HUD textures and the game itself. IPD should be ok (I watch flicks and shit on MaxVR). Hey cmbruns, sorry for the late reply on this: The guns themselves look really tiny when I lower the height to -14.
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