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Well the renderer is working with OpenVR in the mods/samsonvr branch. I actually put a lot of work into it by cleaning up and refactoring the original code. Right now it is a stripped down version that does not use any of the Fully Possessed assets and it lacks motion controller support. It's like OpenVR but for the raw BFG edition and plays well with either gamepad or keyboard + mouse. Renderer wise only TAA is lacking. So the focus so far was to get the iVr class going with DX12/Vulkan instead of OpenGL. Since RBDoom 1.5 got rid of stencil shadows I also made some optimizations and changed the entire renderloop in the backend so shadow maps are only rendered into an atlas for the first eye and can be reused for the lighting by the second eye.
So renderer wise it is concerning OpenVR support almost finished and if we want to have the rest of the features of the original code then it is mainly just merging the game code. However that would cost me approx 2-3 fulltime weeks to encounter unknown issues. I don't know when I can find that time.
Hi, im just checking in on how the state is for VR with PBR textures are coming along.
Cheers
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