zackin5 / quakespasm-openvr Goto Github PK
View Code? Open in Web Editor NEWVive support integrated into Dominic Szablewski's Oculus modification of Quakespasm.
License: GNU General Public License v2.0
Vive support integrated into Dominic Szablewski's Oculus modification of Quakespasm.
License: GNU General Public License v2.0
Water and lava textures don't appear to be rendering in VR, as the world colour takes their place.
The game can be seen on monitor, but the white SteamVR room changes to black screen after starting. I can see that head tracking works ok by moving the HMD and looking at the monitor.
HMD: Lenovo Explorer.
Active GPU: Intel UHD630 (which is minimum required for WindowsMR).
GPU2: Nvidia 560 ti (disabled in Windows Device Manager as it doesn't have the supported WDDM driver version for Windows MR)
OS: Win 10 1809
Excessive wrist roll or overhead/underhand pitch causes weird things to happen to the viewmodel rotation. I'm assuming this is due to the typical euler angle use issues, might need to convert some things to use quaternations.
Tracking works, but the screen is black. The only things that appear are the chaperone bounds, but since the screen is not cleared/redrawn, they are drawn many times and stay in place.
Possible duplicate: cmbruns/gz3doom#164
Also, openvr_api.dll is not included in the release.
Disabling VR causes the in-game view to jump repetitively afterwards.
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