Half-Life 2 (official) Rift support

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Half-Life 2 (official) Rift support

Postby joe » May 9th, 2013, 6:24 pm

We just shipped a beta for Half-Life 2 that includes Oculus Rift support. To get it, open the properties for HL2 in Steam by right-clicking on the name of the game in your library. Set your command line to "-vr", and opt-in to the SteamPipe beta. This should ship to everybody in a few weeks.

Edited to add:
*** NOTE! The Steam Pipe beta shipped in summer of 2013. You don't need to opt into that beta anymore. ***

This port is a bit more raw than TF2 was when it shipped, so we would appreciate hearing about any bugs you find. Just like in TF2 this mode is experimental, so we really want to hear what you think.

A few known issues:
  • If you clone your desktop monitor to the Rift it won't work very well. You can work around this by picking full screen in the video options.

All of the convars are the same as they were in TF2 with two additions:
vr_viewmodel_offset_forward - Moves the viewmodel back so the elbows are harder to see and it feels more attached to your body.
vr_viewmodel_offset_forward_large - Same as vr_viewmodel_offset_forward, but for the Gravity Gun.

I find these convars to be useful in the game itself, so consider setting them:
hud_quickinfo 1
hud_fastswitch 2

Edited to add this:

The calibrator isn't up and running in HL2, but you can use the one in TF2 to generate the appropriate values. You should definitely do this to avoid eye strain and make the whole experience more pleasant.

  • Run TF2 and calibrate using vr_calibration.
  • Look at the vr_separation_user_inches convar and remember what it is set to
  • Run HL2 and set that convar to the same value.
  • Set vr_separation_toein_pixels to 0 in HL2

You should launch TF2 and run vr_calibration. See what vr_separation_user_inches is set to and set the same
Last edited by joe on November 25th, 2013, 7:32 pm, edited 4 times in total.
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Re: Half-Life 2 (official) Rift support

Postby cybereality » May 9th, 2013, 6:31 pm

Awesome! This is great stuff!!!
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Re: Half-Life 2 (official) Rift support

Postby Chaoss » May 9th, 2013, 6:41 pm

cybereality wrote:Awesome! This is great stuff!!!


Nice, do you have a link I can download this HL2 mod?
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Re: Half-Life 2 (official) Rift support

Postby Dycus » May 9th, 2013, 6:45 pm

It's in Steam; just follow the instructions Joe posted.
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Re: Half-Life 2 (official) Rift support

Postby mwilcox » May 9th, 2013, 6:45 pm

Fantastic, can't wait to try it out. Keep up the good work!
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Re: Half-Life 2 (official) Rift support

Postby sh0v0r » May 9th, 2013, 6:46 pm

Chaoss wrote:
cybereality wrote:Awesome! This is great stuff!!!


Nice, do you have a link I can download this HL2 mod?


Read the OP again...
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Re: Half-Life 2 (official) Rift support

Postby Chaoss » May 9th, 2013, 6:49 pm

Dycus wrote:It's in Steam; just follow the instructions Joe posted.


Oh it's actually Valve's doing? that's pretty awesome, I thought someone modded support in. It's really nice to see some of the best games getting Rift Support this early.
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Re: Half-Life 2 (official) Rift support

Postby Karlgamer » May 9th, 2013, 6:52 pm

Simply awesome.
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Re: Half-Life 2 (official) Rift support

Postby bacon » May 9th, 2013, 6:55 pm

well...so much for any plans I had this weekend... :lol:
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Re: Half-Life 2 (official) Rift support

Postby drewbdoo » May 9th, 2013, 6:55 pm

Out of curiosity, does this include the control schemes seen in TF2? The detached reticle is already my preference for 2d/hydra playing and works so well with the rift as well.
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Re: Half-Life 2 (official) Rift support

Postby LathspeLL » May 9th, 2013, 7:10 pm

I love you Valve...
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Re: Half-Life 2 (official) Rift support

Postby Sgtbanana21 » May 9th, 2013, 7:20 pm

Very cool, it's great to see Valve get on board with the Oculus.
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Re: Half-Life 2 (official) Rift support

Postby vietNOM » May 9th, 2013, 7:21 pm

ahh! :O YES! i have to say i love you as well. :D now just sneak it in left4dead and i shall be a happy MAN!
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Re: Half-Life 2 (official) Rift support

Postby adoral84 » May 9th, 2013, 7:26 pm

joe wrote:We just shipped a beta for Half-Life 2 that includes Oculus Rift support. To get it, open the properties for HL2 in Steam, set your command line to "-vr", and opt-in to the SteamPipe beta. This should ship to everybody in a few weeks.


This is great news, any idea when rift support will be integrated with the source sdk 2007, I know there are a lot of modders out there who would love to be able to leverage the official rift support.
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Re: Half-Life 2 (official) Rift support

Postby jack » May 9th, 2013, 7:31 pm

This is really, really awesome, but is there any way to calibrate it like TF2? Things that are close to my face (like the G-Man in the intro) look "cross-eyed" to me.
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Re: Half-Life 2 (official) Rift support

Postby Gabeb » May 9th, 2013, 7:34 pm

Awesome, thanks a million. Does this also apply to the Episodes?
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Re: Half-Life 2 (official) Rift support

Postby evilSheep » May 9th, 2013, 7:37 pm

I've been itching to play through half-life 2 again.. glad I waited!
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Re: Half-Life 2 (official) Rift support

Postby Neverender » May 9th, 2013, 7:56 pm

Pleaaase please please let this find its way into a code drop for the Source SDK or Alien Swarm SDK.

And please let my Rift show up soon.

jack wrote:This is really, really awesome, but is there any way to calibrate it like TF2? Things that are close to my face (like the G-Man in the intro) look "cross-eyed" to me.


If you have a working calibration for TF2, the relevant configuration is probably in the form of cvars in your config.cfg file. You could try using a diff utility to compare your TF2 and Half-Life 2 config.cfg variables, and see if you can find the ones responsible for the Rift calibration.

(Disclaimer: I don't have a Rift yet and haven't actually tested this.)
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Re: Half-Life 2 (official) Rift support

Postby Capyvara » May 9th, 2013, 8:00 pm

Half Life 3D confirmed! :)

Care to share some implementation details? any differences from the TF2 porting?

Awesome job Joe! Thanks
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Re: Half-Life 2 (official) Rift support

Postby WormSlayer » May 9th, 2013, 8:03 pm

Great work Joe, thanks!

@Chaoss: We are working on a mod and currently using Virieo http://imgur.com/a/wIylt
Last edited by WormSlayer on May 9th, 2013, 8:35 pm, edited 1 time in total.
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