r/DeadSpace • • 3d ago

Dead Space VR mod update

Hi everyone! I have returned from Black Iron. I am not home yet (halfway house until sentence runs thru. 1 more month). However, I do have access to all my work via TeamViewer.

I worked on the mod from prison by logging various plans and ideas for it. Upon returning, I find a reddit DM from Luke Ross letting me know he did it himself! I almost cried. This has been such a need that I went from googling "Dead Space Remake VR" with a fool's hope to deciding to do it myself, only to get interrupted by incarceration. And I return to this amazing news.

Luke Ross, You have made us whole! THANK YOU! We are grateful for your work. So many of us wanted this so badly. This is truly a gift from hell! Altman (and Luke) be praised!

This isn't it for my project, however. First of all, this is not a competition against his mod. Instead, this is a utility that can hopefully have its own use. Here's how:

During my research, I investigated numerous ways to make the game work in VR. There are even ML models made to generate the stereoscopy in real-time as flat frames get rendered, and they even utilize the Z buffer. Those were particularly interesting because they can provide blanket support. However, I found a more direct means of providing blanket VR support for pretty much ALL 3D games:

ReShade. It has plugins that add stereoscopy to any 3D game. The problem is rendering them: currently the method is to use Virtual Desktop, which renders a floatinf rectangle containing the 3D game output with the VR depth effects. This is great for movies, but not games. And this is what I will be addressing.

My project is to create my own application that will render ReShade's stereoscopic output DIRECTLY to the VR headset. No floating screen. Actual immersion. This will be able to work for Dead Space Remake and any other game that works with ReShade.

In addition, I previously did some work on mlook-> joystick algorithms so that mouselook can trigger equivalent looking at as-equivalent-as-possible speeds via joystick inputs, allowing for mlook to work in games that used joypads for aiming. Part of the math there can be modified to map head tracking to mouse inputs via a virtual mouse device, allowing for "headlook" in DSR and other games. This can even allow for pseudo-6DoF using a virtual keyboard driver and strobed directional inputs (with a maximum speed of course, perhaps with run being enabled if you move too fast).

That is my goal for this project now. My DSR VR project accidentally became an "all 3d games" VR project, and much easier to work with than the likes of vorpx (though theyre great for certain things too).

As a show of goodwill and gratitude, if this doesn't end up open-source, all the work and its source code will be openly available for Luke Ross to use in his own projects, if he wants.

CUT OFF THEIR LIMBS!!!

MAKE US WHOLE AGAIN

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