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Relatar um problema com a tradução
But that one had only one color, here we have more. lol
You may activate Rift DK1 mode by giving the game a command-line parameter, "VR". To launch the game this way, you'd do something like this in a terminal:
cd {steam dir}/steamapps/common/GitM/
./gitm VR
in windows drop the "./" first. I have no idea what it will do on a DK2, but if you have an old DK1 its resolution was perfect for the pixel art in the game, so that's what it is designed around.
So tl;dr: support is kinda-sorta still in the game, but not an "official" feature.
I have a DK2, and one of the old demos (gitm-august-demo) where I could get the DK1 mode running, using an -o command-line parameter. I set the Rift to be Extended Display and was having some problems getting it to show up on the Rift rather than my main monitor, but forced the issue by temporarily telling Windows the Rift was my only monitor. With that done, it displayed decently. It doesn't have the fancy stuff like chromatic aberration fixes, but since this is designed to be a low-res and low-color game it doesn't have a big effect.
However, I can't get the same thing going on the current version, with either -vr or -o parameters.
I do not have a DK2, and am unable to test implementing VR support. The DK2 works very much unlike the original rift in terms of positioning. The game implemented VR support before the Oculus SDK was available, and it is really a kludge.
The command line parameters were just VR or VX, without the hyphen. VR was for the 1280x800 Rift DK1, and the VX mode was for a pre-DK2 1080p prototype. Both have been disabled in the current release since some newer changes have introduced VR issues, and very few people used the VR mode. In the future if there is substantial interest it may be re-added.