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<!doctype html>
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<title>Minecraft VR by mabrowning and StellaArtois</title>
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<header>
<h1 class="header">Minecrift</h1>
<p class="header">Virtual Reality mod for Minecraft; specifically targetting Oculus Rift, but support for other peripherals</p>
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<p class="header">This project is maintained by <a class="header name" href="https://github.com/mabrowning">mabrowning</a> and <a class="header name" href="https://github.com/StellaArtois">StellaArtois</a></p>
<p class="header"><a href="https://minecraftvr.ci.cloudbees.com/job/minecrift-1.6.2/"><img class="header" style="left:-40px"src="http://www.cloudbees.com/sites/default/files/Button-Powered-by-CB.png" alt="Powered By CloudBees"></a></p>
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<section>
<h1>
<a name="minecrift-mod-for-minecraft" class="anchor" href="#mgnecrift-mod-for-minecraft"><span class="octicon octicon-link"></span></a>Minecraft VR Mod (Minecrift)</h1>
<p>Current Version: 1.1 beta</p>
<h2>
<a name="what-is-minecrift" class="anchor" href="#what-is-minecrift"><span class="octicon octicon-link"></span></a>What is Minecrift?</h2>
<p>
The cheesy name apart, Minecrift attempts to update Minecraft to support the
Oculus Rift. Initially this means allowing head-tracking input and using the
correct stereo rendering parameters for the Rift. We also are in the progress
of supporting different control schemes and positional head tracking. Minecraft
for various control schemes. If and when Minecraft officially supports the
Rift, Minecrift development might cease, but probably not.</p>
<h1>
<a name="where-to-get-it" class="anchor" href="#where-to-get-it"><span class="octicon octicon-link"></span></a>Where to get it?</h1>
<p>We make regular releases and update the MTBS3D forum thread when a release is
ready for general use. However, if you can't wait that long, we do have a
continuous integration service generously provided by
<a href="http://www.cloudbees.com">CloudBees</a>. Click the CloudBees button on the left-hand bar to go to the download site.</p>
<h2> <a name="installation" class="anchor" href="#installation"><span class="octicon octicon-link"></span></a>Installation</h2>
<p>First, download the Minecraft launcher and start Minecraft 1.6.2 at least once.</p>
<p>Then, Download and run the latest minecrift-1.6.2-b###-installer.exe/jar.</p>
<p> <b>WINDOWS USERS: IMPORTANT </b> (but only required once). Install the Microsoft
VS2010 C++ redists (both x86 and x64) from
<a href="http://www.microsoft.com/en-us/download/details.aspx?id=5555">here</a></p>
<p>Finally, start the game and choose the "minecrift-1.6.2-b###" Minecraft "version".</p>
<h2><a name="controller" class="anchor" href="#controller"><span class="octicon octicon-link"></span></a>Controllers/JoyPads</h2>
Version 1.2 supports many different controllers. Change VR->Move/Aim Mode: to
'Controller' and then remap the keys that best fit your controller in 'Remap
Controls'.
<h2><a name="razer-hydra" class="anchor" href="#razer-hydra"><span class="octicon octicon-link"></span></a>Razer Hydra</h2>
<p>Version 1.0 is the first to include full Razer Hydra support.</p>
<ul>
<li>OrientationTracker: If you don't have an Oculus Rift, you can use the left
controler for head orientation (direction).</li>
<li>PositionTracker: This makes a huge immersion difference. The Hydra can feed
position data the game engine to allow you to look up, down, around corners,
squat, and generally move around. Use one or two controllers attached to
your head and adjust the offsets from your eye center on the VR Options.</li>
<li>Controller: Use the right controller to turn the view left/right, move
forward and backwards, place blocks, mine, select item, jump, sneak, access
your inventory and navigate menus. The controls are currently hardcoded:</li>
<li>
<p>In game:</p>
<ul>
<li>Joystick X: Turn left/right</li>
<li>Joystick Y: Move forward/back</li>
<li>1: Drop item</li>
<li>2: Jump</li>
<li>3: Select next left item (mousewheel up)</li>
<li>4: Select next right item (mousewheel down)</li>
<li>JOYSTICK: Sneak</li>
<li>Bumper: Place block/use item/interact (right mouse)</li>
<li>Trigger: Mine block (left mouse)</li>
<li>Start: Access Inventory</li>
</ul>
</li>
<li>
<p>In Menus/Inventories:</p>
<ul>
<li>Joystick: mouse up/down/left/right (don't use the actual mouse at
the same time: known issue)</li>
<li>Trigger: Left Click</li>
<li>Bumper: Right Click</li>
<li>JOYSTICK: "Shift"</li>
</ul>
</li>
<li><p>You should be able to take advantage of the new 1.5 inventory management
controls with this joystick mapping.</p></li>
</ul><p>Joystick sensitivity can be set in VR Options.</p>
<h2>
<a name="controlsusage" class="anchor" href="#controlsusage"><span class="octicon octicon-link"></span></a>Controls/Usage</h2>
<p>Here are some other hotkeys that allow quick access to changing VR settings.</p>
<ul>
<li>All Minecrift settings are present in the Options->Minecrift screen, but
keyboard shortcuts are also available for convenience</li>
<li>Make sure to read the tool-tips on each setting in VR Options to get an
understanding for what it is adjusting. VR is best when you tune the experience
to your setup.</li>
<li><p>Pressing space-bar while in a menu will reset the orientation of the head tracker
to make the current direction "forward"</p></li>
<li><p>F1 to bring up the game HUD / overlay if it isn't already up. </p></li>
<li><p>Ctrl and - / = for IPD adjustment. Hold ALT as well for fine adjustment. The
IPD setting should be saved between sessions.</p></li>
<li><p>Ctrl O to attempt to reinitialise the Rift (including head tracking).</p></li>
<li><p>Ctrl P while not in a menu to turn distortion on / off. Sometimes useful if
the offset mouse pointer is a pain in the menus. Ctrl-Alt P to toggle
chromatic aberration correction.</p></li>
<li><p>Ctrl L toggles head-tracking ON/OFF. Ctrl-Alt L toggles tracking prediction
ON/OFF. It is OFF by default.</p></li>
<li><p>Ctrl U changes the HUD distance. Ctrl-Alt U changes the HUD scale. Ctrl-Alt Y
toggles opacity on the HUD.</p></li>
<li><p>Ctrl-M toggles rendering of the player's mask ON/OFF.</p></li>
<li><p>FOV adjustment within Minecraft will have no effect - I use the FOV as
calculated from within the Oculus SDK.</p></li>
<li><p>Allow user to use mouse pitch input as well as yaw. Use Ctrl-N to toggle.</p></li>
<li><p>Large or Auto GUI size recommended.</p></li>
<li><p>Use Ctrl-B to turn Full Scene Anti-aliasing (FSAA) on/off. Use Ctrl-Alt B to
cycle the FSAA renderscale. Be warned; this feature is a resource hog!! If
you cannot get 60fps at your desired FSAA level, cycle it to a lower scale
factor. Anyone with a nVidia GTX Titan please let me know what average FPS
you get at scale factor 4.0!</p></li>
<li><p>Ctrl , or . decreases or increases the FOV scale factor. This can be used to
fine tune FOV if it doesn't look quite right to you.</p></li>
<li><p>Ctrl-Alt , or . decreases or increases various sizes of distortion border.
This can be used to improve rendering speed, at a potential loss of FOV.</p></li>
<li><p>Ctrl V cycles through head track sensitivity multipliers. Try this at your
own risk!</p></li>
</ul><h2>
<a name="known-issues" class="anchor" href="#known-issues"><span class="octicon octicon-link"></span></a>Known Issues</h2>
<ul>
<li>FSAA (Super Sampling) doesn't work on OSX and is disabled.</li>
<li> There are quite a small bugs that can be seen on the <a href="https://github.com/mabrowning/minecrift/issues">GitHub issue tracker</li>
</ul><h2>
<a name="feedback-bug-reporting" class="anchor" href="#feedback-bug-reporting"><span class="octicon octicon-link"></span></a>Feedback, bug reporting</h2>
<p>Please post feedback, bug reports etc. to the <a href="https://github.com/mabrowning/minecrift/issues">GitHub issue
tracker</a>. Please search before
posting to see if the issue has already been reported</p>
<p>There is also discussion happening at this <a href="http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17146">forum thread at
MTBS</a></p>
<h2>
<a name="roadmap" class="anchor" href="#roadmap"><span class="octicon octicon-link"></span></a>Roadmap</h2>
<ul>
<li>Investigate gamepad support.</li>
<li>Make controls remappable.</li>
<li>Add more natural VR interfaces.</li>
<li>Fix bugs.</li>
</ul>
<h2>Special thanks to:</h2>
<ul>
<li>Palmer Luckey and his team for creating the Oculus Rift. The future is
finally here (well for some people anyway; mine hasn't arrived yet).</li>
<li>Markus "Notch" Persson for creating Minecraft. What has it grown into?</li>
<li>The team behind the MCP coders' pack, and the Minecraft community - why
Mojang bother obfuscating the source when you guys have done such a fantastic
job of de-obfuscating it is beyond me!</li>
<li>Powback for his initial work on the Java JNI wrapper to the SDK. Seeing this
inspired me to get off my arse and get modding. See
<a href="http://www.reddit.com/r/oculus/comments/1c1vh0/java_wrapper_for_devs/">this Reddit thread</a>
</li>
<li>shakesoda and Ben (and others?) at MTBS for creating the initial GLSL version of the
Oculus distortion shader.</li>
<li>The guys at Valve for giving some good advice on updating a game for VR.</li>
<li>Brad Larson and his GPUImage library, for the Lanczos GLSL shader
implementation for the FSAA.</li>
<li>All the feedback and support of the folks in the MTBS3D forums!</li>
</ul>
</section>
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