New 'Doom 3' Mod Successfully Ports It Into Virtual Reality (vice.com)
When it comes to VR ports of popular games, "Doom 3's fluid weapon handling, interactivity, and general creepiness put it in a different class entirely," writes Motherboard. An anonymous reader quotes their report:
Using the graphically enhanced "BFG" version of 2004's Doom 3, the mod from "Codes4Fun" skillfully ports to game to the HTC Vive, generally making it look as though it was designed for the platform all along. Swedish YouTuber SweViver recently posted a video showing off his first spin with it... SweViver walks and runs about naturally using only the Vive controller's touchpad...the video shows him jumping and using the mod's impressive hand-tracking to handle his gun and flashlight separately as they float before him in place of the controllers in his hands. At one point, he even whips out virtual fists that let him pummel things with the controllers' left and right triggers.
His conclusion? "This is probably the first AAA game that actually works on the Vive."
His conclusion? "This is probably the first AAA game that actually works on the Vive."
I'd be barfing like a landlubber doing what he does in that vid.
BFG is not a Big Friendly Giant, but a Big Fucking Gun!
What proof do we have that any of this is real?
You are welcome on my lawn.
The game that insists on fright the hell of the player by making monsters appear from behind on every room.
Booooorrinnng!
Seriously, come on. FPS in VR is fucking awful. I'd need a bin liner-sized sick bag strapped to my face.
Great job using the worst version of Doom 3. It says a lot about the future of VR!
Played it when it was released around 2005. One of the scariest game ever. And, at the time, one of the most realistic. Must agree however that, despite the many robots, devices and other originalities, the story/objectives were limited to shoot and kill. Nothing elaborated enough, story wise, to keep the fun high.
Slashdot, fix the reply notifications... You won't get away with it...
We already know what works and what doesn't work in VR.
In general, vehicular games are awesome. Flying, driving, magic carpets, etc.
Running games are pretty weak as it never feels like you're running.
And worst of all are "twitch" games which involve high velocity turns and mouse-looks.
Doom 3 is a twitch game, and a running game. It's a terrible idea for a VR port.
------ The best brain training is now totally free : )
You thought Doom 3 was scary? Really? It was a typical pop-up monster game that got old after the first few minutes. Even Freelancer had creepier moments, like when you're flying through a dense gas cloud/nebula and nearly collide with a planet hidden inside.
The only games I have ever found scary are the ones that induce psychological fear. Stuff like System Shock 2.
The game that insists on fright the hell of the player by making monsters appear from behind on every room.
Booooorrinnng!
Small rooms. Cheap trick to reduce GPU strain. And enemies that teleport in? Crap tactic. If I have to use doors, they should use doors. If they get to teleport anywhere on the map, I should be able to teleport anywhere on the map (or where I toss a receiver unit like in Flashback).
this is one of the first Vive games that feels like it was worth the money of the headset, and its still a little bit rough around the edges in some parts. Onward is the other game that I've spent a bit of time playing, and that one's made by just one guy. It's also a shooter, but a realistic multiplayer mil-sim
some webms of doom 3 vr
http://www.webmshare.com/KEEY1
http://www.webmshare.com/5994L
http://www.webmshare.com/699M1
http://www.webmshare.com/Egg3N
it works remarkably well as a VR game, all the things that people disliked about the game when it came out, the slower pace, bigger focus on horror work really well in VR. Your movement is done by touching the touchpad in your left hand controller, which you can also point around as the flashlight. Your right hand controller is your gun. The walk speed in these webs is actually set to about 60% of what it originally was in Doom 3, so the movement speed is even slower than it originally was. That helps out a lot for VR. Zipping around at superhuman speeds feels a little unreal in VR games.
Someone needs to VR and gfx bump system shock 2 :(
Playing Doom for story. Wow boyo, go back to your visual novel games.
They needed to remove CPU strain in particular. I believe shadow volumes were calculated on the CPU resulting in low poly models, very few enemies shown at once and gasp, the disappearing corpses. The corpses all too easily "teleport" away.
I would have liked staying corpses much better, and was disappointed that not every fire ball and plasma ball is a light source. Some much earlier games had laser/plasma shots as light sources, those were cheaply faked though and in Doom 3 they would have had to make real (or more "real") calculations. The game ended up having relatively low requirements. Keep in mind it was very early for what it did. Engine was first showed off running on an 1GHz PowerPC and the original Geforce 3
BTW, if monsters never teleported in, there wouldn't have been any at all. The game would have been about playing cards with your unfortunate buddies, mopping the floor, cleaning the weapons and armor and would have read "Penal Military Assignment : the game" on the cover. "Three years of exotic and repetitive boredom at its finest!"
Well System Shock 1 is getting a massive upgrade in graphics and looks pretty awesome so far. Grab the demo and see for yourself. If it's successful, maybe they'll update System Shock 2 also.
The limits in Doom 3 were probably there so that it could be released on the original Xbox. Quake 4, Prey and Quake Wars all run on the same engine and don't have problems with larger spaces and detailed models.
I actually felt the games initial levels had some clever scares and settings, but by the time you got the "Even More Delta Labs 97" it was clear the level designers had lost interest in the same way as the player had and they were just looking to get this over with. I feel like the overall experience would have been improved if a lot of those levels were edited out. Obviously there were some unique levels at the end but that huge slog in the middle did them no favors.