I've just registered to let you know I've modded ioquake3 to support the rift.
Still need to implement Head Tracking and clean up a bit..
This is the result so far ...
Can't wait to get access to the dev kit and obviously the HMD!!!
![Woot! :woot](./images/smilies/woot.gif)
Most browser let you change the size by holding the control key while using the mouse scroll wheel. Shrink the images down so they look like a window in your screen, and look through it at the 3D stuff behind the window. If you can do crosseye, you can already do focus and convergence separately, so just shrink it enough to see in 3D.densohax wrote:Thanks guys!![]()
Cyber, how do you determine it is behind the floor, do you have a way to view the image in stereoscopy?
I can cross my eyes tho, but I can't determine if it's rendered inaccurately yet..
Oh btw, I was crouching in this screenshot, maybe that's why the gun seem to be very near the floor?
Also, I hacked the stereoscopic separation feature that was already in quake3 (anaglyph) and added FBOs and GLSL to quake3. So it might not be right for HMD devices but work with anaglyph?
About feeling sick.. I agree that Quake3 being very fast paced could create sickness, we'll see for sure with the rift! I can test cross eyed but that creates sickness in itself!
Yes, like I said, adjust the size of the image on the web page with the mouse scroll wheel, while holding the CTRL key down (for most browsers).cybereality wrote:The images are parallel, you can view them in 3D by free-viewing. I've gotten pretty good at this, but I still have to shrink the image (or move away from my monitor) to do it. With cross-eye I can do it with full-screen images, parallel is harder.
Don't cross your eyes, it's not a cross-eyed image. Rift screenshots are always viewed parallel. You need to look through the screen so your eyes converge behind the screen, and the image needs to be small enough for that to work. Unless some annoying person was trying to be "helpful" by converting it to cross-eyed before posting, which thankfully isn't the case here.densohax wrote:Cyber, how do you determine it is behind the floor, do you have a way to view the image in stereoscopy?
I can cross my eyes tho, but I can't determine if it's rendered inaccurately yet..
None of that's true. They are distinctly a bit in front of the window. And on the Rift you don't care whether things are cropped by the window frame... because there is no window frame. The Rift has a super large FOV so it's not like looking through a small window. I'm not even sure you can see some of the edges of the screen. And people want things rendered with 1 to 1 geometric accuracy for VR on the Rift, so they can get the real-life sense of scale and presence, not with hacks to stop things being occluded by the screen edges you can hardly even see.geekmaster wrote:In this image, the left wall with rivets is at window level (or perhaps just a little outside the window). Everything else is behind it (even the score is a little behind it). The gun is far behind the window surface. Nothing should ever extend out from the window while cropped by the window frame (a classic "window violation" error).
Yeah, I was talking about viewing onscreen image pairs as shown on this web page. I also mentioned that window boundaries and violation errors are less important for wide FoV like the Rift (where there essentially are NO window boundaries to violate).2EyeGuy wrote:... None of that's true. They are distinctly a bit in front of the window. And on the Rift you don't care whether things are cropped by the window frame... because there is no window frame. The Rift has a super large FOV so it's not like looking through a small window. I'm not even sure you can see some of the edges of the screen. And people want things rendered with 1 to 1 geometric accuracy for VR on the Rift, so they can get the real-life sense of scale and presence, not with hacks to stop things being occluded by the screen edges you can hardly even see.
The 7" rift is not 100% overlap, so it has the camera centers not in the center of the screen-halves. Also you need to work out what game units map to what units in real life, and try to render things realistically, or on the Rift things will be obviously the wrong sizes.
I compared my old screenshot with your modified image, I see a very subtle difference however, the gun seem to be behind the riveted wall with your modified picture compared to the original where I see it as being at equal depth to the riveted wall..geekmaster wrote:cybereality wrote: In my editted images above, I was just showing where the gun SHOULD be
Gun placement is important for games designed FOR the Rift, and they should be just behind the viewing window. The window boundaries are less important with an extremely wide FoV though, but at least the gun should not be BEHIND objects in the scene.
If you cannot control gun placement, then you need to make sure EVERYTHING in the scene stays deeper than the gun (unlike this image pair).
geekmaster wrote:Was that red thing on the image supposed to be an icon indicating armor or something?
That's John Carmack's fault (but since he invented FPS games where you see your gun, I'll forgive him). He regretted it later when he was adding 3D and Rift support to Doom 3 BFG.cybereality wrote:Great work man!
Not your fault, but the gun is rendering behind the floor, which is very strange. This is a problem with playing most FPS games in 3D.
Will certainly do that! Very good suggestions, keep them coming!For the Rift, you want to find the code for rendering the gun, get rid of the Z-Buffer clearing and view/projection matrix changing,
Yeah I was just wondering why he didn't put effort in integrating the Rift in Quake3, that could explain why..2EyeGuy wrote:
That's John Carmack's fault (but since he invented FPS games where you see your gun, I'll forgive him). He regretted it later when he was adding 3D and Rift support to Doom 3 BFG.
This. HMDs get around a lot of the issues normally present in 3D by allowing it to have a 1:1 correspondence to the game world. You don't have to worry about how much of your 3D effect is coming out of the screen, you just position objects in the world. You don't have to worry about where the horizon should be, you just place it normally and people will look where they naturally would.Owen wrote:The best viewing method for an HMD is almost certainly the phsyically correct one, as anything else produces discrepancies between how you expect your eyes to work and what you actually see, contributing to simulator sickness and harming immersion. Unlike with 3D monitors there is a clear right answer.
This is the first time I've been able to see one of these images as a 3d image!!!! (by sort of crossing my eyes I think). Thats awesome!!! Thanks!geekmaster wrote:In this image, the left wall with rivets is at window level (or perhaps just a little outside the window). Everything else is behind it (even the score is a little behind it). The gun is far behind the window surface. Nothing should ever extend out from the window while cropped by the window frame (a classic "window violation" error).
Here is an example, where I did a quick copy/paste to move the gun about where it should be. Notice an annoying "window violation" error on the annoying red thing to the left of the gun, which is well outside the window boundary (viewer side of the screen). That annoying red thing should be removed. What is it anyway?
I don't get it,is it like doing those "Magic Eye" picture things or is it a different technique.yautjacetanu wrote:This is the first time I've been able to see one of these images as a 3d image!!!! (by sort of crossing my eyes I think). Thats awesome!!! Thanks!geekmaster wrote:In this image, the left wall with rivets is at window level (or perhaps just a little outside the window). Everything else is behind it (even the score is a little behind it). The gun is far behind the window surface. Nothing should ever extend out from the window while cropped by the window frame (a classic "window violation" error).
Here is an example, where I did a quick copy/paste to move the gun about where it should be. Notice an annoying "window violation" error on the annoying red thing to the left of the gun, which is well outside the window boundary (viewer side of the screen). That annoying red thing should be removed. What is it anyway?
Thanks for the link! Unfortunately, viz requires an old version of Quake 3 (< 1.17) to run, but I just set up a 1.16n installation and tried it.Owen wrote:There is an old Q3 mod called Viz that gives you full body awareness, might solve these issues.
http://www.gamefront.com/files/3721/Viz_Mod_1_4_1_
Hmmm... I'm not sure about this, but I also can't test it since I don't have my HMD yet.Owen wrote:But I think we can't just say "no head bob", its necessary to have the amount of motion that the player expects based on how they are directing the character to move.
Both screenshots are a HUGE improvement over previous screenshots, especially gun rendering. Thanks.densohax wrote:... I attach a screenshot, please tell me if you see an amelioration compared to the original. ...
** EDIT : Take a look at the next screenshot, it actually enables the depth for the gun (picture called gunwithdepthvrq3.png)
gunwithdepthvrq3.png is the new gun with depth enabled, separation at 8. (8 units == 1 foot in quake I think)
vrq3gun.png is just the old gun shifted to the right. With separation at 32.
Actually, I think the gun IS in the right place for "shooting from the hip" (with laser sights or tracer rounds). When looking through the gunsight or scope (as in other games), the gun should be a lot closer to the face, like in the modified image I attached to my post earlier in this thread. But displaying HUD text that hovers behind the gun is a "window violation error" (where the text IS the window), and is very annoying and distracting. The gun should be kept behind any HUD displays, as shown in these recent images. Perhaps moving the HUD image closer to the face could allow room for a closer gun.mattyeatsmatts wrote:looks good to me, well the gun doenst pop as much as i want it too but still looks great
geekmaster wrote:Having HUD text behind the gun is a "window violate" (where the text IS the window), and is very annoying and distracting.