Doom 3 BFG - Rift specific console commands

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Parity
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Doom 3 BFG - Rift specific console commands

Post by Parity »

I asked for it in the DIY-thread, but I thought it would be better to start a new topic about it:

Is there already a list with Rift- (or 3D-) specific commands somewere in this forums?
Anything that is helpful to improve the experience with our DIY-HMDs.

Maybe let's start a list with:

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g_fov 80  //Field of view
stereoRender_warp   1 //enable lens distortion
stereoRender_warpTargetFraction 1 //values smaller between 0 and 1 to show smaller image per eye
stereoRender_interOccularCentimeters "6" //adjust IPD
stereoRender_convergence "22" //adjust convergence
What I would need is to shift the both images further apart from each other. Any command for that?
And what excatly does convergence do?
2EyeGuy
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Re: Doom 3 BFG - Rift specific console commands

Post by 2EyeGuy »

Convergence is about shifting images further apart or closer together, but it may do it in a way that affects different depths differently, or that is limited. It's intended for moving everything backwards or forwards to set which objects are rendered at screen level.
MSat
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Re: Doom 3 BFG - Rift specific console commands

Post by MSat »

It sounds like "stereoRender_interOccularCentimeters "6" //adjust IPD" is what you're after, no? That should set the spacing between the two camera views.
2EyeGuy
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Re: Doom 3 BFG - Rift specific console commands

Post by 2EyeGuy »

Here's what I posted in another thread:
com_showHeadTrack defaults to 0, but you can set it to 1. When you do that, it shows you the head-tracking data. For me it just says "0 0 bypass 0.00000 deg" in big letters in the middle of the screen.
I got screen warping working! You need to set it to Full SBS in the 3D menu (otherwise the command does nothing), then use the console command:
stereoRender_warp 1
There are a bunch of other stereoRender_ commands, you can see a list by typing "stereoRender" and pressing Tab.
You can try turning on head tracking like this:
headTrack_enable 1
There's also a bunch of other headTrack_ commands, you can see a list by typing "head" and pressing Tab.
There's also "win_freeSpacePredictMilliseconds", "r_useHmdBypass", "com_testHmdBypass", "freespace_serialNumber 21", and "g_fov" that might be useful.
Note, most of those are not in the source code, so they may have also been removed in the patch.
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Parity
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Re: Doom 3 BFG - Rift specific console commands

Post by Parity »

Hm, so obviously no list has been put together so far.

Thanks for the replies so far, but I ment something different with "shift both images apart".

We do have an image for the left eye and one for the right eye (lets call them "halfes").
I can reduce the size of the halfes with the TargetFraction command to occupie only a part of the screen. But the halfes are always as close together as possible. I was looking for a command to horizontally reposition the halfes, so that there is a black area between them (and they match my IPD).
2EyeGuy
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Re: Doom 3 BFG - Rift specific console commands

Post by 2EyeGuy »

There's also:

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idCVar stereoRender_warpCenterX( "stereoRender_warpCenterX", "0.5", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "center for left eye, right eye will be 1.0 - this" );
idCVar stereoRender_warpCenterY( "stereoRender_warpCenterY", "0.5", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "center for both eyes" );
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Parity
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Re: Doom 3 BFG - Rift specific console commands

Post by Parity »

I think I tried those already without any effect. Will look into it later.
Matoz
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Re: Doom 3 BFG - Rift specific console commands

Post by Matoz »

Anyone got Doom BFG set up for a 7" Screen? Unfortunately stereoRender_warpCenterX does not have any effect. I got best results by setting stereoRender_warpTargetfraction to 0.75 what effectively makes the images smaller. Does anyone with checked out source code have a clue why stereoRender_warpCenter does not work?
Epxzz
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Re: Doom 3 BFG - Rift specific console commands

Post by Epxzz »

I think making the screen smaller using warpTargetFraction also makes disortion correction wrong. If you look at a horizontal line (e.g. a door) and move your head left and right, you can see a bump following your head motion (I think this is the reason why I have headache right now).
I'm not sure about how to fix this. Maybe the warp (stereoRender_warpCenterX) has a correct size/center if warpTargetFraction is set to 1. Maybe the underlying 2D image must be moved/scaled (without moving the camera in 3D space)?
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