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OpenXR support in Nuclide has landed

Spent the past 2 days ironing out the kinks with the Quest 2 VR headset.
There are several things that still need doing:

- Weapons will need to refer to the NSXRInput members of the player class now
  to get their aim pos/angle information from, this is a work in progress.
- The engine itself needs to get more buttons exposed to itself. We need more
  profiles for known VR headsets.
- Standardize on how to fix the viewheight. Currently it's a cvar that offsets the
  Z-axis about -48 quake units. Should we calibrate on map start?
- Viewheight divided by 2 testing ought to activate crouching.
- No games currently support a VR-capable heads-up-display

To get started, get a copy of the fteplug_openxr for your platform,
load it in the console via `plug_load openxr` and make sure _pext_vrinputs is set to 1.

The game should automatically figure out a VR input device is sending coordinates and will
do the right thing.

Other feedback in regards to VR stuff:
- Standalone mobile/Oculus port hasn't yet happened, no idea about SDK and licenses
- Quest 2 is great entry level equipment, I've been testing it using Virtual Desktop
  and while setup is janky, it does work great wirelessly.
- I am very paranoid about some routines being hijacked for cheating, but
  we'll just ignore that problem exists for now - I am abstracting this as much as I can
  to minimze abuse already so it shouldn't be much of a problem.
- cl_maxfps should be set to 0 to make sure we generate as many frames as possible for
  the headset. Any stutter will make you feel sick.


TODO for when I get around to them
----
Nuclide/FreeHL game tat:
- Gunman weapons still need more work!
- Team Fortress support is laughable in the weapons department, core ents
  needs more testing (2fort works perfectly last time I tried)
- Poke646 is practically on halt until the other two are done

Counter-Strike still has animation oddities I need to look at with Spoike.
It's related to how we compose the animation blends in-engine. The basebone
field manipulation crap kinda sucks. You shoot a gun while crouch and your legs
which are _NOT_ supposed to move, bob back and forth. What's going on there?

-- Marco

When this .plan was written: 2022-05-09 02:02:24
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