Oculus Rift WIP

Placeholder thread. First post will be updated over time. Starting with BadMad's fps experiment as a base which was built on top of shitface's updated vehicle fps mod. It appears that SR4 and SR3 use a different camera system so at the moment it is no where near as clean as the work we did on SR4, however I've used some camera tricks to cheese the high FOV required for tolerable viewing pleasure.

Links:

Quantumsingularity86's vehicle fps mod
http://www.saintsrowmods.com/forum/...first-person-mod-by-quantumsingularity86.570/

Shitface's update to Quantum's mod
http://www.saintsrowmods.com/forum/...-by-quantumsingularity86.570/page-2#post-5379

BadMad's FPS mod
http://www.saintsrowmods.com/forum/threads/first-person-camera-experiment.1577/

Here's a screenshot to start discussion.
screeny.jpg


Here's a visual example of how to get the 3d effect without an Oculus.
cross.jpg


Cross your eyes when looking at the bigger image. Slowly uncross your eyes until you see three screens as pictured above. The middle one will have a 3D effect.
 

With the use of a (paid) third party driver we now have true 3d stereo rendering. However there are some serious issues with this project and here are a few of the obvious ones.

- Massive performance loss at night time in relation to car headlights. I know flashlight effects can be flagged in the weapons.xtbl so I am hoping there are flags hidden somewhere in the xtbls that can deactivate the car headlights.

- Headtracking also does not function however I am looking into other third party devices for converting the headset into mouselook. Head roll is completely out of the question with these specific drivers and even when it did function it caused serious misalignment.

- Using a comfortable and immersive head mounted display based FOV (120-150) in THIRD also causes serious clipping with the boss, therefore I've tweaked the camera Z height as well as the camera FOV. On top of that I used the drivers ability to force an unrendered increase to the FOV. When viewed through the headset this gives the presentation of a higher FOV while minimizing FPS loss. It's basically an extremely ghetto ripoff version of Valve's VR stencil mesh rendering.

- Cars have nasty clipping issues at high FOV, band-aid fix is to use motorcycles and convertibles.

- Certain decals do not align up when viewed through the right eye. Primary culprit being blood splatters/pools which are primarily generated from weapons. These can be disabled as they are disabled by default within BadMad's stock FPS experiment release.

- Lack of proper playtesting due to time constraints.

Other then all these issues it is actually quite enjoyable when you are doing things like dodging traffic in a motorcycle after completing a gang operations challenge. There is still plenty of adjustments that need to be made as well as research into anything that can generate performance increases as unstable FPS causes nausea. It's possible that performance issues can be overlooked on a high end gaming PC when played during the daytime, however performance issues when using this driver for this specific game is common so it's worth looking into.


EDIT: Anyone with an Oculus Rift that owns Tridef is welcome to PM me for my current profile+files.
 
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