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InsideQC Forums • View topic - Darkplaces + Google Cardboard + Trinus VR

Darkplaces + Google Cardboard + Trinus VR

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Darkplaces + Google Cardboard + Trinus VR

Postby CocoT » Sun May 31, 2015 2:49 am

Anyone got Darkplaces to work under Trinus VR (http://oddsheepgames.com/trinus/)? I've been playing around with google cardboard (https://www.google.com/get/cardboard/) and a few game engines (Unreal, Unity... etc) and I was disappointed to see Darkplaces freezing Trinus VR. Basically, the game runs fine on the PC but freezes on the phone.
I've tried a few Quake engines. Most GL quake engines seem to not work. Winquake works okay (but is obviously limited). The only other thing I got to work was an older build of QBism. Ideas?

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Re: Darkplaces + Google Cardboard + Trinus VR

Postby Spike » Sun May 31, 2015 4:33 am

I assume you've tried d3d renderers? (directq, fte, dp all have d3d rendering available in some form).
Vanillaey gl engines are likely to benefit from gl_ztrick 0 (the better maintained engines will likely have this cvar defaulting to 0 because its actually faster on modern hardware, but you may have an old config).

For fun, you could try fte's gl renderer with "r_stereo_method 1;vid_restart" for stereoscopic rendering. DP can also do the same thing, but I'm too lazy to check what cvar you need for that.
These are not supported in d3d9 because d3d9 does not support stereoscopic rendering contexts (d3d11.1 does, but that requires win8).
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Re: Darkplaces + Google Cardboard + Trinus VR

Postby qbism » Sun Jun 07, 2015 5:55 am

Going with Spike's idea, at some time in history the qbism default for 'vid_ddraw' changed from '1' to '0'. Might try toggling that in a newer build.
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