![]() Ken Thain: DOOM 3: VR Edition supports the PS4 DS controller and the AIM controller, which makes perfect sense for a game where the weapons are really the stars of the experience. In DOOM 3: VR Edition, are the same controller choices available and if so, what changes have you made (if any) to the control scheme? PSU: In DOOM VFR, players had the choice between using the motion controller and DualShock 4 controller for movement. We were definitely uniquely positioned to deliver on this project, since we had the experience of building a VR FPS from the ground up, plus experience with adapting fantastic games for PS VR. We also took a close look at other ports and VR FPS games, including our own 2018 title, Evasion. DOOM VR mods in general are great for getting a feel of what works and what perhaps needs a different approach, as well as what players really value, such as DOOM 3’s dynamic lighting and shadows. Ken Thain: We pulled inspiration from many different sources in our early exploration. What lessons were learned from that prototype and how much of its design DNA (if any) have made it into DOOM 3: VR Edition? PSU: In the years prior to its announcement for PSVR, there was an early DOOM 3 VR prototype floating around for PC VR hardware. Once we confirmed id’s instincts that it was a great candidate for VR, we began the joint process of sharing art and prototypes, identifying which new features we wanted to bring in, and kicking off production proper. ![]() We played through the game, looked at the original engine technology, played some mod versions of the game, anything we could to immerse ourselves (pun intended) in the project. I tried to create a kind of fmaily tree to keep track of the project's roots.Ken Thain: It was clear that id Software felt they had a good candidate for a solid VR adaptation, so our role at Archiact was to look at the game through the lens of our experience in VR and determine how to make it the best it could be. PreyVR is based on a combination of the excellent projects created by opensource community. For Quest the releases are deployed from VrAPI branch. The exception are Meta Quest headsets which have on OpenXR degraded performance. The project uses OpenXR to be easily adaptable to any Android based VR platform. But you can buy and redeem a steam key from a key reseller of your choice just fine.Ĭlick here to watch Gamertag's video tutorial Headset compatibility Copy all PK4 files from there to preyvr/preybase on your headset.
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