Open smsithlord opened 8 years ago
use dll without crash. bad answer
There's no crash related with this issue, just issues getting things displayed onto the VR HMD where they should be. Some people say they have had some success by switching SteamVR into Extended Mode.
It may be worth testing with a newer OpenVR build than the one bundled in the SDK Base.
So I launch with +vr_use_offscreen_render_target 1 in conjunction with my code change of adding a call to g_pSourceVR->SetShouldForceVRMode in CClientVirtualReality::Activate to force VR mode to activate even though the Source SDK 2013 does not detect my Vive HMD.
The result is perfectly distorted, stereo rendering being displayed on my primary monitor at 2160x1200, complete with Vive directional head tracking through the HMD (which only displays a black screen in it).
It's blurry, but with more code changes in the CClientVirtualReality::Activate method you can get it to be crystal clear.
I'm postponing the release of Anarchy Arcade (www.anarchyarcade.com) for another month in hopes of some kind of news about another Source SDK 2013 VR-related update like the one in September.
I realize there are better engines out there for top quality VR support, but this is me pleading that the Source SDK 2013 get one more big fat VR update so myself and all the other Source 1 modders & enthusiasts can have fun in their favorite games with a VR-spin!