You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close
Session Name What We Learned Porting Team Fortress 2 to Virtual Reality
Speaker(s) Joe Ludwig
Company Name(s) Valve
Track / Format Design
Overview Several people at Valve spent the past year exploring various forms of wearable computing. The wearable effort included porting Team Fortress 2 to run in virtual reality goggles. This session will describe lessons learned from Valve's porting experience. Topics covered include an overview of what stereo support entails, rendering 2D user interface in a 90 degree field of view display, dealing with view models and other rendering shortcuts, and how mouselook can interact with head tracking in a first person shooter. In addition to the lessons that apply to Team Fortress 2, there are also several lessons that would apply to any new virtual reality game. A game designed for VR could avoid many of the issues that came up with Team Fortress 2. These topics will also be covered.

GDC 2013

Joe Ludwig

Valve

free content

Design

Design


UBM Tech