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VR Support?

Open codeflorist opened this issue 3 years ago • 2 comments

Seeing that you're also interested in VR, how probable is a VR implementation for JKDF2 somewhere down the road?

codeflorist avatar Apr 29 '22 16:04 codeflorist

It's definitely on my radar, but the biggest issue is that it'll likely require rewriting a significant portion of the renderer. Basically the breakdown of things is,

  • DirectX 3 required all vertices to be transformed into screen space before reaching the GPU, and JKDF2 did this in software
  • OpenVR requires you use their projection and transform matrices, due to stuff like IPD and lens distortion.
  • The culling code is ~not well documented at the moment, and I believe it works in screen space.
  • There's also some scripting stuff for when you see enemies which relies on culling code

But also, fixing up the renderer to a more modern MVP setup is necessary for stuff like improved lighting shaders, so it's ~also on my radar for that.

shinyquagsire23 avatar May 18 '22 18:05 shinyquagsire23

Just want to mention that pushing Android compatibility would open up for an easier porting process for Oculus/Meta Quest 2, Pico 4, and any standalone VR Android devices the future might hold.

Probably relevant to @DrBeef in the future.

CansecoDev avatar Nov 25 '22 08:11 CansecoDev