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QUAKE [DK2 Support]

mindabuse
Explorer
I've just pushed up changes to my fork of QuakeSpasm-Rift.

v1.91: release post details
v1.90: release post details
v1.85: release post details
UPDATE: See this post on how to configure the Rift DK2 to work properly.

Look for the latest releases here:

https://github.com/jeremiah-sypult/Quakespasm-Rift/releases

This fork is using SDK v0.4.1 with a modified distortion shader to eliminate black smearing (when overdrive is enabled). Both DK1 and DK2 HMDs render with orientation and position tracking.

With your HMD configured in extended mode and as the primary display, fire up the game with:

quakespasm -vr


Configure settings in the Options > VR/HMD Settings menu, or check out the README for all of the cvars, as all the various HMD & Distortion flags can be toggled (multisampling, low persistence, dynamic prediction, vsync, timewarp, etc.).

https://github.com/jeremiah-sypult/Quakespasm-Rift/blob/master/README.md

You must provide the pak files. The free shareware (pak0.pak) as well as registered (pak0.pak + pak1.pak) files must go in a directory called 'id1' inside the folder that QuakeSpasm.app|exe resides in.

./Quake/QuakeSpasm.app|exe
./Quake/id1/pak0.pak

OS X: Since the DK2 appears as 1080x1920, you'll want to rotate it 90 degrees in System Preferences.app. I would suggest making the rift your primary display by dragging the white menu bar in the Arrangement settings to the rift. Then, cleverly find a way to launch the app full screen at 1920 x 1080 with the launcher. It's not the easiest thing to do, but it's not impossible....

Windows: The HMD must be in extended mode and configured as the primary display at the time of launching.

UPDATE: The game originally defaulted to a capped frame rate of 72 fps. To change it, you'll use:
host_maxfps xxx
where 'xxx' is a higher value (as high as you want, if you're interested in keeping vr_vsync disabled). The update is now 240.

There is also joystick/gamepad support. I've tested it with both PS3 and Xbox 360 controllers. The default 'joy_sensitivity' for aiming may be low, so make sure to experiment with different values. I've also added a vr_aimmode 6 which decouples the pitching of the weapon/view. Lastly, vr_deadzone set to 180 will entirely decouple the view + aiming (requested here), but I have no input controllers to test that kind of rig out.

Sounded like a few people were looking forward to this. I apologize I'm only been able to provide OS X binaries thus far, but I hope that folks on the other platforms might be able to help. Please fork on Github and feel free to hit me up with pull requests if any changes are needed.
88 REPLIES 88

mindabuse
Explorer
"jrd3d" wrote:
https://forums.oculus.com/viewtopic.php?f=26&t=13606
this is a thread I have been following, but haven't seen anything mentioned in quite a while 😞


There's also been some detailed updates posted on the /r/oculus sub-reddit:

http://www.reddit.com/r/oculus/comments/2hdkyu/quake_dark_places_rift_update_09242014/

Anonymous
Not applicable
The former link has the newest info and reads> Update (12/17): Soundtrack is done. Waiting on Icculus.

Anonymous
Not applicable
Hey guys, I was wondering if anyone could assist with a setup issue on my DK2. I have SDK 0.5.0.1 which I believe is the latest version. I've installed Quake with Darkspaces. I've placed the latest version of quakespasm into the directory. I set the rift mode to Extended Desktop and set the 2nd monitor as primary. Monitor settings are 1920x1050 resolution and Orientation Landscape (Flipped). When I open up the game I can see it through the rift but instead of show a single screen its showing separate views for each eye, kind of how it looks when someone is on the rift and you're watching on a normal monitor screen. I have no trouble running most rift-enabled games. Any idea whats going on? I've tried it with service on and the service paused, effect is the same.

Any help greatly appreciated 🙂

mindabuse
Explorer
"Metalsech" wrote:
Hey guys, I was wondering if anyone could assist with a setup issue on my DK2. I have SDK 0.5.0.1 which I believe is the latest version.
...
When I open up the game I can see it through the rift but instead of show a single screen its showing separate views for each eye, kind of how it looks when someone is on the rift and you're watching on a normal monitor screen. I have no trouble running most rift-enabled games. Any idea whats going on?


A couple things you can try:

1. Start the application with: quakespasm -vr
2. After starting the application, use the arrow keys and enter to navigate to the Options menu, select VR/HMD Options and enable VR mode there.
3. After starting the application, bring down the console with the '~' key, and type: vr_enabled 1

Hope this helps!

jrd3d
Explorer
Will this run on 0.7 runtime? If not, any clue when?

jkostans
Honored Guest
It does: https://github.com/phoboslab/Quakespasm ... s/tag/v1.8

However, the vr options in the menu are stripped, as are the vr_* cvars and the joystick support.

jrd3d
Explorer
"jkostans" wrote:


However, the vr options in the menu are stripped, as are the vr_* cvars and the joystick support.


oh man, that's no good 😞 I typically prefer mouse over joystick but when it comes to VR, The game usually feels a lot better with Joystick support!

laza
Honored Guest
Does any Quake version run on 0.8? AS far as I know Q1 needs 0.7 and Q2 requires 0.6.

Scandy
Explorer
Version 0.7 runs perfectly on 0.8 😉