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 Post subject: Experimental Oculus Rift support
PostPosted: Mon Jul 29, 2013 4:56 pm 
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Joined: Oct 01, 2008
Posts: 78
We're pleased to announce that TriDef 3D Ignition now includes experimental Oculus Rift support for several DirectX 9 games. The "TriDef 3D Oculus Rift Add-on" must be installed on top of an existing TriDef 3D installation (a 14-day trial can be downloaded here). Please be aware that TriDef 3D's Oculus Rift support is experimental only.

Download: TriDef-3D-Oculus-Rift-Add-on-1.0b8.zip
(Updated 2014/07/07)

Changes in 1.0b8:
- Added support for 18 additional games.

The following games are currently supported:
- Alan Wake
- Assassin's Creed
- Betrayer
- BioShock 2
- Bloody Good Time
- Borderlands 2
- Counter-Strike: Source
- Crysis
- Dead Space 2
- Dead Space 3
- Elder Scrolls V: Skyrim
- Fallout 3
- F.E.A.R.
- Garry's Mod
- Half-Life 2
- Mass Effect 3
- Microsoft Flight Simulator X
- Mirror's Edge
- Metro 2033
- Metro: Last Light
- Need for Speed: Hot Pursuit
- Overlord II
- Portal
- Portal 2
- rFactor 2
- The Stanley Parable
- World of Warcraft
- Blur (no Head Tracking)
- Proun (no Head Tracking)
- TrackMania Nations Forever (no Head Tracking)

For the best results, the game's Field of View (FOV) should be set manually (see "Game notes" below). Other DirectX 9 games may also work (DirectX 10 and 11 are not yet supported). Ignition's in-game OSD now includes a HMD Settings menu when using the Oculus Rift display mode. You shouldn't need to modify these settings for the 7 games listed above - just new games. The following settings are available:

Update: See here for OSD usage instructions. Tip: hold CTRL for quicker adjustments.

World Scale - Coordinate system scaling factor. Adjust this if the 3D separation is too strong/weak.

Force FOV (Off/Output/Game/Both) - If you can modify a game's FOV manually, then do so (see "Game notes" below), and set "Force FOV" to "Off". Otherwise, set "Force FOV" to "Game" to override the game's FOV (note that many games use geometry culling, so geometry may be missing in areas of peripheral vision). Use "Output" to zoom in/out, filling more/less of the Oculus Rift display area (this modifies the viewport only). "Both" can be used to override Output and Game FOV independently, however this is not recommended as it can introduce additional warping.

Safe FOV - Set the field of view to use when the "Force Safe HMD FOV" hotkey (NUMPAD +) is held down. This hotkey can be customised from the TriDef 3D Ignition user interface (Tools > Options menu, or right-click on a game, select Properties... then the Hotkeys tab).

OSD Depth - Set the depth of on-screen elements such as menus, HUDs.

OSD on HMD - The TriDef OSD will now be drawn so that it is readable on the Rift by default. If you prefer the old style (readable on a cloned monitor) then select "Off".

Output Quality (Low/Medium/High) - The Oculus Rift's lenses introduce chromatic aberration (colour fringing). "Medium" and "High" Output Quality corrects for this. "High" also includes multisampling during the warping stage.

Head Tracking sub-menu:

For pitch/yaw head tracking, ensure that mouse acceleration is turned off in-game, and "Enhance pointer precision" is unticked in the Windows Mouse Properties page (Pointer Options tab).

Calibrate - Calculate the yaw/pitch to mouse x/y scale factor and reverse roll setting automatically. This takes a few seconds.
Track Yaw and Pitch (Auto/On/Off) - Track the head's yaw/pitch, and modify the mouse position accordingly. "Auto" tracks only when the mouse cursor is visible.
Track Roll (Auto/On/Off) - As above, but for roll/rotation.
Yaw Scale - Head yaw to mouse x scale factor.
Pitch Scale - Head pith to mouse y scale factor.
Reverse Roll (On/Off) - Reverse the direction of camera roll.

Additional Resolution sub-menu:

The Width and Height entered here should appear as a selectable display mode in-game. You can use this to have the game render at your own custom resolution for each eye (eg 800 x 800) while still outputting to the Rift using a real display mode (eg 1280 x 800). We recommend using this with the Oculus Rift (1280 x 800) or Oculus Rift (Desktop Res) display profiles.

Game notes:

Betrayer
- Shadows are currently disabled for the Oculus Rift when using Medium, High or Ultra shadow settings.
- To change FOV:
    At the main menu, select 'Options', select 'Video',
    then adjust the 'Field of Vision' slider to the right.
BioShock 2
- Requires -dx9 command line option to run in DX9.
- Shadows are currently disabled for the Oculus Rift.
- To change FOV:
    Edit the file %AppData%\Bioshock2\User.ini
    Go to the [Default] section and bind an unused key.
    eg: ‘F9=SetFOV 125’
    Hit that key in game to change the FOV.
Bloody Good Time
- To change FOV:
    In game use ~ to open the command console.
    Type ‘fov_desired 98’ to set a wider FOV.
Borderlands 2
- Shadows are currently disabled for the Oculus Rift.
- The game reduces the FOV when running or aiming down the gun sight.
- To change FOV set the game's FOV slider to 110.

Crysis
- Requires -dx9 command line option to run in DX9.
- Shadows are currently disabled for the Oculus Rift.
- The game reduces the FOV when aiming down the gun sight.
- To change FOV:
    In game use ~ to open the command console.
    Type ‘con_restricted 0’ to enable advanced commands.
    Type ‘cl_fov 98’ to set a wider FOV.
Elder Scrolls V: Skyrim
- Shadows are currently disabled for the Oculus Rift.
- To change FOV:
    In game use ~ to open the command console.
    Type ‘fov 108’ to set a wider FOV.
Fallout 3
- The game reduces the FOV when aiming down the gun sight (alt or right mouse button).
- The mouse can misalign with some in game 3D GUI elements.
- To change FOV:
    In game use ~ to open the command console.
    Type ‘SetCameraFOV 108’ to set a wider FOV.
    or add fDefaultWorldFOV=108 to the end of the Fallout.ini file.
Garry's Mod
- To change FOV:
    In game use ~ to open the command console.
    Type ‘fov_desired 98’ to set a wider FOV.
Half-Life 2
- To change FOV:
    In game use ~ to open the command console.
    Type ‘fov_desired 98’ to set a wider FOV.
Mass Effect 3
- Advanced users may alter FOV using the following information: http://pcgamingwiki.com/wiki/Mass_Effect_3#Better_FOV_Fix

Metro: Last Light
- To force DX9 mode and change FOV:
    Run the game once (so user.cfg is created).
    Edit "%APPDATA%\Local\4A Games\Metro LL\(numbers)\user.cfg".
    Change the 'r_api #' to '0' for DX9 ('1' = DX10, '2' = DX11).
    Change 'r_base_fov' to 90.0
Metro 2033
- Select DirectX 9 mode from the game's Options > Video menu.
- To change FOV:
- "Auto-Calc Yaw and Pitch Scale" doesn't work for this game, so the Pitch/Yaw scales are set based on a mouse sensitivity of '3'. You'll need to adjust the Pitch Scale and Yaw Scale if your mouse sensitivity differs.

Microsoft Flight Simulator X
- You must be in Virtual Cockpit Mode and be using free-look (Spacebar) for head tracking to work correctly.

Overlord II
- Shadows are currently disabled for the Oculus Rift.

Portal
- Requires '-dxlevel 90' command line option to run in DX9.
- To change FOV:
    In game use ~ to open the command console.
    Type 'sv_cheats 1; fov 90' to set a wider FOV.
Portal 2
- Requires '-dxlevel 90' command line option to run in DX9.
- To change FOV:
    In game use ~ to open the command console.
    Type 'sv_cheats 1; fov 90' to set a wider FOV.
rFactor 2
- Change the FOV to 80 using the game's setting:
    Settings > Display > Vertical FOV
- "Auto-Calc Yaw and Pitch Scale" doesn't work for this game, so the Pitch/Yaw scales are set based on the default look sensitivity and an FOV of 80. If either of these are changed you'll need to adjust the Pitch Scale and Yaw Scale accordingly.
- To enable look-around, press the game's "Toggle Free Move" hotkey ('U'), configured here:
    Settings > Controls > Camera > Toggle Free Move
The Stanley Parable
- To change FOV:
    At the main menu, select 'Options', select 'Video',
    then adjust the 'Field of Vision' slider to the right.
Warning: Head tracking is not supported for the following games:

Blur
- Pitch/Yaw head tracking is not supported.
- Track Roll is turned Off by default, but can be turned On if desired.

Nitronic Rush
- Pitch/Yaw head tracking is not supported.
- Track Roll is turned Off by default, but can be turned On if desired.

Proun
- Pitch/Yaw head tracking is not supported.
- Track Roll is turned Off by default, but can be turned On if desired.

TrackMania Nations Forever
- Pitch/Yaw head tracking is not supported.
- Track Roll is turned Off by default, but can be turned On if desired.
- Geometry may be missing in areas of peripheral vision when viewing replays and track overviews.


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 Post subject: Re: Experimental Oculus Rift support
PostPosted: Mon Jul 29, 2013 11:31 pm 

Joined: Jul 14, 2013
Posts: 66
Very nice, looking forward to testing this! Still waiting for my dev kit though.


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 Post subject: Re: Experimental Oculus Rift support
PostPosted: Tue Jul 30, 2013 8:02 pm 

Joined: Nov 29, 2011
Posts: 137
Excellent news!!! :D


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 Post subject: Re: Experimental Oculus Rift support
PostPosted: Wed Jul 31, 2013 12:50 am 

Joined: May 27, 2012
Posts: 13
Wonderful news Tri Def team! As a developer I have trust in this team to do some amazing things with the new technology we are handed. 3D displays, computers, mobile, and Oculus Rift VR immerse us in the kind of experience that excites the avid gamer and movie enthusiast. Make Life 3D.

Thanks,

SirAllen


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 Post subject: Re: Experimental Oculus Rift support
PostPosted: Wed Jul 31, 2013 8:57 am 

Joined: Sep 14, 2009
Posts: 42
This is awesome news!

I will test this now and let you guys know what I think.


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 Post subject: Re: Experimental Oculus Rift support
PostPosted: Wed Jul 31, 2013 9:27 am 

Joined: Jul 31, 2013
Posts: 4
Can you please add the option for a vertical shader?
This is really handy if the game supports custom resolution options.

Having a vertical shader also really adds to the immersion, please add it.


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 Post subject: Re: Experimental Oculus Rift support
PostPosted: Wed Jul 31, 2013 10:12 am 

Joined: Jul 31, 2013
Posts: 2
Great news, just as my trials almost up too.

With all experimental upgrades, there are a few problems.
Running Fallout 3 GOTY (steam) from the TriDef games page, i get 'This game did not use Direct3D 9 10 or 11' error. Once i change the icon to load the game instead of the launcher, it loaded, but crashes almost immediately.
Fallout NV loads and runs well, although i didnt spend much time in it.

Had a few problems at first getting the games to work as the software requires the game to run in 1280x800 resolution which isnt specified. So if you run the rift at the same resolution as your main screen in Duplicate mode, it might not be self explanatory why it wont work. It would be nice to have the games able to run at the screens native res.
World of Warcraft seems to work ok too, ive heard GTA IV does as well.

I do however agree with Marulu in a vertical shader option would be nice.

Attachment:
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Attachment:
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style2.jpg [ 90.71 KiB | Viewed 79676 times ]


Overall, for experimental code, it works very well when it works.
Off to experiment now.


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 Post subject: Re: Experimental Oculus Rift support
PostPosted: Wed Jul 31, 2013 11:31 am 

Joined: Jul 31, 2013
Posts: 2
The driver works very well.

I want to give you some feedback:

- The ControlPanel crashe every time I change "Maximum Image Crop"
- I've registered a visiable Border in game (Skyrim) - You should scale the Image some percent up.

I waiting for new versions :-)


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 Post subject: Re: Experimental Oculus Rift support
PostPosted: Wed Jul 31, 2013 12:10 pm 
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Joined: Oct 01, 2008
Posts: 78
Thanks all for the feedback. We'll look into the "Maximum Image Crop" crash (although that setting should be left at 0% when using the Oculus Rift mode).

Quote:
I've registered a visiable Border in game (Skyrim)

You can adjust the in-game FOV manually to reduce/eliminate borders, and/or use the 'Force FOV" options documented above.

Quote:
Can you please add the option for a vertical shader

We're not sure what you mean by that. Can you please describe it, or point us to a link detailing what's involved, and what the benefits are?

We'll look into the Fallout 3 GOTY Steam issue too. StreetRat, if you try changing the profile to the Fallout New Vegas one, does the game launch ok?


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 Post subject: Re: Experimental Oculus Rift support
PostPosted: Wed Jul 31, 2013 12:33 pm 

Joined: Jul 31, 2013
Posts: 2
When i first tired Fallout 3 it wouldnt work at all.
I tried a few other games, X3AP (really bad distortion when you use head tracking), take on helicopters (looked good, need to add my joystick) and STALKER Shadow of Chernobyl (loads up ok but crashes when i start a new game - might be because of the addons i have so ill try again once i remove them)

While playing around with STALKER i closed steam to completely close TriDef and stop it from loading (not sure why just closing the program didnt stop it) and when i loaded steam and TriDef up to try again, i noticed Fallout 3 works. Didnt change anything except put my monitor resolution to 1280x800 and ran the game at that res rather than use 1920x1080 on the monitor and run the game at 1280x800.
So it seemed to fix that problem.

With the vertical shader, im not sure if thats exactly what its called, but if you look at the 2 images i posted one is more thin, the other is wider.
Some games you can split the res in half, so if its 1280x800, you set the game to 640x800 so it looks really wide normally, then start side by side mode and it goes back to looking as it should without needing to zoom out to see the whole thing.
Doing that with the current warp makes everything look wide. The thinner one makes it look better and seems more immersive depending on how its setup

Almost every game i load up seems to work in one way shape or form (sometimes with a bit of persuasion)


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