• Oculus Rift and SFM.
    21 replies, posted
While I'm waiting for my Rift, did anyone try it out with SFM? I don't have access to SFM at the moment, so could anyone could check out the vr_ command if it is there? If not, couldn't one just extract the tf2 gcf to get the latest update that includes the vr commands?
SFM is a separate version of TF2 that hasn't been updated code-wise since the Medic Update many moons ago. It can't work with the Rift, full stop. You can, however, renderer stereoscopic 3D video. If you can find a good video player that supports the Rift, then that might be fun/nauseating!
[QUOTE=The Kins;40242511]SFM is a separate version of TF2 that hasn't been updated code-wise since the Medic Update many moons ago. It can't work with the Rift, full stop. [/QUOTE] But wouldn't extracting the latest version from the GCF make it possible? I don't know how it's implemented, but isolating the files associated with Rift and extracting them to the tf directory [I]should[/I] make it compatible if I'm not mistaken. I'm thinking about the in-game viewer.
Not a chance. The TF2 source code has been updated since, and that's what matters. Simply pasting the dlls from the actual TF2 into the SFM TF2 will only break SFM and won't work at all. The only thing you can get out of the GCFs are models, materials, sounds, particles, to work with them in SFM. To answer your next question, no, Valve won't update the SFM TF2 any time soon. Why? Why not. I'm not an SFM expert, but everybody can tell, the in-game recording is pretty much only useful to make a sketch scene, something you would learn on or edit a lot anyway. It's useful there and there, but most serious projects do everything without recording. Also why would you use that in SFM i don't see the point.
[QUOTE=Freshz24;40244324] Also why would you use that in SFM i don't see the point.[/QUOTE] Why? Why not. In all seriousness though: I don't use the character recording in any way, but I figured that'd be easier than making it work with the viewports. I would like to use Rift in SFM to simply spectate scenes I make. It's just something I would find neat. After all, I do get full control over the environment. That's something I can't do in any other way.
I don't think it would look any good even if you got it to work because of the way the image is displayed for the Rift.
[QUOTE=Professor;40273471]I don't think it would look any good even if you got it to work because of the way the image is displayed for the Rift.[/QUOTE] Please elaborate. The way it's displayed? Assuming I get rift to work in the in-game viewer, it should show me the same thing it shows in tf2 with -vr. Perhaps I'm in deep water... Let's say I want to create a scene where a car drives toward me but it ends up rolling, crashing and exploding. If I wanted to play that with rift the in-game viewer, shouldn't the result should be as expected? I don't care much about the viewport for this, but being able to create scenarios like the above would be an amazing experience.
Without going into a whole lot of detail, in order to see the game in the goggles the engine has to totally change the way it displays the images. Basically it goes from being a picture that's square for your monitor and becomes barrel shaped so the goggles can correct the field of vision. So everything looks like its being viewed through a door peep hole. Even if you could record it, the only way people would be able to see it correctly is by wearing the goggles. Just look up videos of what the raw feed looks like without goggles, I don't know if it's possible to make the outfeed normal or not.
[QUOTE=Professor;40285107]Without going into a whole lot of detail, in order to see the game in the goggles the engine has to totally change the way it displays the images. Basically it goes from being a picture that's square for your monitor and becomes barrel shaped so the goggles can correct the field of vision. So everything looks like its being viewed through a door peep hole. Even if you could record it, the only way people would be able to see it correctly is by wearing the goggles. Just look up videos of what the raw feed looks like without goggles, I don't know if it's possible to make the outfeed normal or not.[/QUOTE] But it's really just a string of shaders, which could just be disabled after the recording. The problem I see arising from it is what you actually see, the aspect ratios are completely different. You couldn't frame things correctly unless you obscured the vision which could be bad for your eyes (or not)
[QUOTE=Gamerman12;40285331]But it's really just a string of shaders, which could just be disabled after the recording. The problem I see arising from it is what you actually see, the aspect ratios are completely different. You couldn't frame things correctly unless you obscured the vision which could be bad for your eyes (or not)[/QUOTE] It's not just shaders, the resolution is different because it is rendered per eye, each eye is seeing 640x800 to get a final resolution of 1280x800 once it becomes stereoscopic. You'd still need a stereoscopic viewing device in order to take advantage of it, otherwise it would look fisheyed, unless you could make a filter to combine the two images but then it would be like looking at the same thing you can do without all the hassle. There's ways to do what he's talking about in SFM without using the Oculus.
[QUOTE=Professor;40290273]It's not just shaders, the resolution is different because it is rendered per eye, each eye is seeing 640x800 to get a final resolution of 1280x800 once it becomes stereoscopic. You'd still need a stereoscopic viewing device in order to take advantage of it, otherwise it would look fisheyed, unless you could make a filter to combine the two images but then it would be like looking at the same thing you can do without all the hassle. There's ways to do what he's talking about in SFM without using the Oculus.[/QUOTE] But I want to use the Oculus. Perhaps I wasn't clear. 1. Get Oculus 2. Make the [B]in-game viewer[/B] display in Oculus (vr) mode. 3. Don't render and export anything, but rather play with scenes and scenarios realtime in the Oculus. I don't know what you think. But that's basically it.
I really don't know if that would work or not. If I understand you right, you're wanting to go into a scene that's already been done. I'm not sure the engine can do that.
[QUOTE=Professor;40293730]I really don't know if that would work or not. If I understand you right, wanting to go into a scene that's already been done. I'm not sure the engine can do that.[/QUOTE] Yes. Watch 3d porn basically. Programs like Viero and Vorpx adds Oculus support to games like HL2, Mirror's edge, and such. So it [I]should[/I] be possible. I'm still 2 months away from receiving my kit, so there is plenty of time to experiment. I'll post about if I managed to get it to work somehow.
I'd like to see it happen some day, but it wont be coming from Valve anytime soon.
[QUOTE=powback;40294705]3d porn[/QUOTE] buying a devkit
Honestly, the main thing I would see the Rift being useful for SFM purposes is the head tracking, not recording the output you see. It'd be great for making more realistic first person videos.
[QUOTE=powback;40291599]But I want to use the Oculus. Perhaps I wasn't clear. 1. Get Oculus 2. Make the [B]in-game viewer[/B] display in Oculus (vr) mode. 3. Don't render and export anything, but rather play with scenes and scenarios realtime in the Oculus. I don't know what you think. But that's basically it.[/QUOTE]And we've been trying to tell you that you can't do this with SFM. End of story. Maybe if you buy Garry one he'll add some form of support to Gmod, but outside of that you're SOL.
[QUOTE=The Kins;40300891]And we've been trying to tell you that you can't do this with SFM. End of story. Maybe if you buy Garry one he'll add some form of support to Gmod, but outside of that you're SOL.[/QUOTE] [URL="http://www.youtube.com/watch?v=6vrvBPgt_dM"]Max has already somewhat implemented it[/URL]. It's not released yet though. Seeing how HL2 and 50+ games has been modded/hacked to support this (look at Vireio and VorpX), I'm convinced it's possible. Perhaps not as of now, but I believe it's very possible. Saying it can't be done isn't exactly making it happen. I'll look into the possibilities.
has anyone tried using injection or hijacking the same way that aimbots do with SFM? If you get VAC'd just use SFM on a different account. It could lead to some interesting results.
[QUOTE=powback;40301371][URL="http://www.youtube.com/watch?v=6vrvBPgt_dM"]Max has already somewhat implemented it[/URL]. It's not released yet though. Seeing how HL2 and 50+ games has been modded/hacked to support this (look at Vireio and VorpX), I'm convinced it's possible. Perhaps not as of now, but I believe it's very possible. Saying it can't be done isn't exactly making it happen. I'll look into the possibilities.[/QUOTE] Why am I more amazed that you can actually see the feet on the viewmodel than the fact that it's running with the oculus rift?
It's not the oculus rift, Max has said this several times. Also, here's your body awareness: [url]http://www.garrysmod.org/downloads/?a=view&id=126606[/url]
[QUOTE=CB1993;40392471]It's not the oculus rift, Max has said this several times.[/QUOTE] He hasn't received his kit yet. So of course it's not Oculus rift. But that doesn't mean it's not planned.
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