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  • #103865
    Ralf
    Keymaster

    Only games that have a profile for stereoscopy are rendered in 3D. Quake has one IIRC.

    For Starcraft 2 making a copy of the Diablo III profile in the vorpX config app and assigning the Starcraft 2 main .exe to it might be worth a try. That’s just a guess based on both games being from Blizzard though and thus maybe using the same graphics engine. No guarantee that it will do anything.

    #103863
    jgordos
    Participant

    Actually, I was trying to play starcraft II.

    I’m not trying to be “in” starcraft, but I thought it would be cool to have 3d terrain and units and such.

    I’ll try a 1st person shooter tonight.

    Quake, anybody?

    -john

    Ralf
    Keymaster

    You can try to make copies of existing profiles in the config app and assign other programs to these copies. You should know what graphics engine (or at least API) the game is based on, then you can try a similar profile.

    Random example: If you know your game uses the OpenGL API and and is based on the idTech engine, you could try the Quake 3 profile.

    There is no guarantee that this will work, but it’s worth a try.

    #103252
    Marco
    Participant

    Just use the Quake III profile and you get geometry 3D in DOOM 2016; it’s definitely rendering at wrong depths though. Make sure you set a custom resolution in the game config located at C:\Users\”Username”\Saved Games\id Software\DOOM\base

    I would like to know more about this. What’s ur opinion, Ralph?? Is there any change we get Doom 2016 working in 3D starting from here?

    #103242
    Ralf
    Keymaster

    @ annabel82 : Doom 3 *might* work with the same method BBQme describes for the new Doom. No guarantee though.

    1. Make a copy of another ID software engine game profile (e.g. Prey, Quake, Star Trek Elite Force) in the vorpX config app.
    2. Assign the Doom 3 main .exe to this profile.

    This is a general method that often can provide basic Stereo 3D support (sans game specific effect fixes) for unknown games based on the same graphics engine.

    annabel82
    Participant

    I don’t know if this is old news, but I have googled a whole bunch and there doesn’t seem to be much about Doom3 VR other than native DK support and some unfinished third party mods to bring it all up to date.

    I have some success after playing about a bit today.

    First I cloned the Quake3 profile and told VorpX where the Doom3BFG exe is.

    After that it basically boiled down to setting ‘g_fov 140’ in game with the native 3D support turned off and using VorpX to gain HMD support instead. Game res was native for CV1/Vive (i was using Vive) at 2160×1200 with everything enabled apart from motion blur which bugged me.

    In VorpX settings I used 3D geometry mode. I maxed out the Field of View Enhancement, possibly enabled letterbox2 as well (I’ll have to check tomorrow it’s 3am I am on my laptop in bed). I tweaked a few other small things, but they made little odds so won’t bother to mention them specifically and that was it; pretty playable and scary too ;)

    The 2D stuff that works well enough
    For the game menus and PDA i used the peak shortcut to zoom me in and out as required.

    The cut scenes looked very zoomed in so i used peak here too. If you time pressing the peak shortcut button just as the camera zooms back to your first person point of view it’s actually pretty cool and seamless but it has to be done manually obviously.

    Unresolved
    I haven’t tried adding the body with ‘pm_showBody 1’ yet so when you look down nothing is there.

    HUD is an issue I don’t feel confident I can solve but I will keep trying. Right now when i think I am getting low on things i quickly use peak to see the HUD, it’s hacky but it works at a pinch. I’ve trawled the internet looking for some sort of hud offset or hud scale or hud x/y console command but nothing as yet. Perhaps there’s a modification out there we could use?

    Any advice or help with this, or your experiences of getting Doom3 working with either CV1 or Vive (with or without VorpX) are very welcome indeed.

    #103195
    BBQme
    Participant

    Just use the Quake III profile and you get geometry 3D in DOOM 2016; it’s definitely rendering at wrong depths though. Make sure you set a custom resolution in the game config located at C:\Users\”Username”\Saved Games\id Software\DOOM\base

    #103190
    annabel82
    Participant

    @Ralf Hi I have just this moment purchased VorpX, I understand what you mean about OpenGL and it being a low priority and that’s a shame, but also it’s a fair comment too :)

    I did want to ask you briefly if you had any ideas whatsoever, about how to go about getting Doom3 working? It’s a 12 year old game, so I was hoping perhaps it fell under the ‘older ID Software’ category? Though I guess ST:EF etc are Quake3 engine.

    Any help at all would be very much appreciated.

    #103028
    Alatar
    Participant

    Well, this thread is old, but I found an answer: You need the Quake engine called “DirectQ”. It is based on DirectX 9. The original creator of DirectQ apparently no longer has a homepage. But the “DirectQ 1.9.0 Executable.zip” can be downloaded from here: https://www.quaddicted.com/files/engines/directq/

    Works nicely for me, i.e. both eyes are rendered correctly in 3D. The only problem: the VorpX menu does not work. I.e. hitting the “Del” key does not show the menu. So you are stuck with the default 3D settings.

    #100805
    jjensson
    Participant

    Thanks for the quick reply, Ralf. I don’t yet have vorpX, or a Rift. But support for the classic games in Stereo3D is prerequisite for me, before i invest in the system.

    In my eyes games like Quake, Unreal, Descent, Stalker, Half-Life etc. are essential, and i always wanted to play them in real 3D. Now my dream will finally come true. Until full remakes are available from the studios (don’t hold your breath :) ) vorpX will be the best option.

    #90767
    Sheepwolf
    Participant

    Hi everyone,
    First I’d like to congratulate Ralph for this amazing software. Specially now that Vorpx 9 is out (and Extend mode is finally gone!)

    I’m just having problems with Quake, and I wonder if someone has any info on this (maybe someone in this forum already played Quake with Vorpx)

    I checked the “Game Compatibilaty Page”: https://www.vorpx.com/supported-games/
    And apparently Vorpx supports Quake, but it says “Quake with DX9 mod”

    But I’m not sure what mod is that… There’s a post where Ralph tells someone to use “DXQuake”,
    here: https://www.vorpx.com/forums/topic/vorpx-pre-release-thread/#post-176

    But I guess that was a mistake, because “DXQuake” is a DirectX 8 version of Quake, and Vorpx …

    Anyway, if there’s no Directx9 version: I do have the OpenGL version of Quake, but it doesn’t work properly (one of the Oculus lenses is always red, Vorpx even shows a message that says “recommended resolution: 1920×1080”, But I already changed the resolution to that (Vorpx even shows that I am using the 1920×1080 resolution already, but it stills recommend 1920×1080)

    Another alternative is buying Quake on Steam. But I don’t know if it works with Vorpx…

    So, I have 3 options:
    1-Find the correct DX9 versions of Quake
    2-Make the OpenGL version I already have work properly
    3-Buy the updated game on Steam

    I’m OK with any of them, I just want to know if anyone can help me make the game work properly (If not, then can someone confirm that the Steam version works with Vorpx 9?)

    Thank you!

    #89906

    In reply to: vorpX 0.9 Slight Delay

    Ralf
    Keymaster

    Short update on OpenGL since this was highly requested: Amnesia will have 3D, also almost everything else that uses the old OpenGL fixed function pipeline.

    Modern, purely shader based OpenGL games won’t have 3D for now, that’s not as straight forward to implement. Addressing the open issues in the ‘official’ part of vorpX has higher priority for 0.9. Also many features of the D3D part will be missing in OpenGL for now (HUD-Scaling, shadow treatment etc.).

    However, you will be able to play OpenGL classics until about the time of the Quake 3 engine in full Geometry 3D, also everything newer that still partially uses the fixed function pipeline (like Amnesia). idTech4/5 probably won’t be covered, haven’t tried one yet though.

    #89774
    criz
    Participant

    Hi guys,

    first of, I have followed all hints at basic trouble shooting, spent hours trying to resolve this issue by searching the web. Unsuccessful so far.

    I can not get VorpX to work with any game on my system at all.

    iMac running Windows 8.1 pro with up to date Bootcamp drivers
    Oculus Rift DK2, runtime 0.6
    VorpX beta1
    NVIDIA Driver Version 355.83
    Clean Windows 8.1 installation

    Oculus config set to extend mode. Selected DK2 as primary display in system settings. Also tried assigning different hotkeys.

    The Rift is always acting as a 2D monitor. VorpX does not inject at all, when I am pressing the corresponding hotkey.

    Oculus desk demo running well, so is Quake for Rift. Appreciate your help.

    Thanks
    Christian

    #17832
    epengr
    Participant

    Hi,

    Still loving my DK@ and vorpx – more so after upgrading from SLI GTX 550’s to a GTX 770 (which may be an EVGA step-up to a GTX 980 is a coupel months…)

    So, now I can pin skyrim at 75 fps (not in geo mode, and not maxed out, but I can and it still looks great), but I notice stuttering when moving my head.

    If I were to pan across 90 degrees, the image with stutter-jump 2-3 times. If I do the same with the mouse, it doesn’t. I haven’t seen this behavior in Quake2VR or Halflife 2 beta which natively support the OR.

    Any ides why this is, or what I can do to improve it? It’s rather jarring and nausea inducing after a while.

    Thanks!

    epengr
    Participant

    I find I have to really turn down quality setting on my SLI’s GTX 550 Ti’s, even in Quake II! looking forward to the GTX 980 coming out…

    Monitoring your frame rate is important when you’re first setting up a game. You need to really try for 75+ fps – You’ll have a much better experience with low quality and high frame rate in the rift.

    You can also try switching to Z-buffer 3d instead of geometry mode – it will really boost your framerate. If it already looks “cardboard cutout like” to you, then you probably won’t even notice a difference.

    The white lines might be chromatic aberration – there’s an setting in the vorpx (del) menu to correct that, or I’ve heard that the lastest dev kit SDK should do it to?

Viewing 15 results - 91 through 105 (of 108 total)

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