cancel
Showing results for 
Search instead for 
Did you mean: 

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
One thing I just realized I forgot to mention is the tracking position setting in the VR menu. It toggles the position tracking between none, default (detached from the player view entity/model) and view entity. The view entity positioning felt like it was more restrictive to my eyes, as if there might be collision detection going on? Could be all "in my head", too.

Right now the downside to positioning is that the actual player representation doesn't move. If you move far enough away, you can see projectiles firing from the actual player player location, and that monster still attack and do damage. Figuring out how to fix that is so egging I hope to solve, but I'm open to any ideas if any other developers would want to tKe a look. Fully supporting 2D me us is also on my mind as well.

Also wanted to give a special thanks to dghost for Quake II VR, as some of that code helped me get the 3D position transformation working immediately.

Tain
Honored Guest
This is pretty damn silly, but for some reason the Health & Safety warning won't go away for me. Windows 7 x64.

mindabuse
Explorer
"tain" wrote:
This is pretty damn silly, but for some reason the Health & Safety warning won't go away for me. Windows 7 x64.


Ah, another bit I forgot to mention!

I still need to figure out how to dismiss that on my own. It's probably really simply, but this other way has kept me from doing it:

After a few seconds, simply 'tap' on your HMD to give it a slight shake dismiss that warning. I forgot where I read that, but it sure is handy! (no pun intended 🙂

bhenderson
Honored Guest
"mindabuse" wrote:
"tain" wrote:
This is pretty damn silly, but for some reason the Health & Safety warning won't go away for me. Windows 7 x64.


Ah, another bit I forgot to mention!

I still need to figure out how to dismiss that on my own. It's probably really simply, but this other way has kept me from doing it:

After a few seconds, simply 'tap' on your HMD to give it a slight shake dismiss that warning. I forgot where I read that, but it sure is handy! (no pun intended 🙂


No joke, I just figured that out 5 minutes ago, haha. It does work, indeed.

tomrudderham
Honored Guest
This is working fantastic, really playable with great image quality. I've posted a news story with video here: http://www.theriftarcade.com/quake-1-updated-with-dk2-support/

Keep up the great work!

jf032
Honored Guest
Thanks so much for your work on this!

Please allow an option (in the VR menu) to choose whether or not to have pure black. I'd personally rather have actual lack of light with a smear than an LCD-like dark-grey with a screen door effect.

mellott124
Explorer
Great job!! Brings back so many memories.

Looks pretty good although the gun is a bit disorienting.

Thanks again!

owenwp
Expert Protege
No matter what I try I can't get it to display an image in the Rift. It is always showing on my primary monitor, in both direct and extended mode.

mindabuse
Explorer
Windows users, the definitive way I've gotten this to work with my DK2 is to configure as follows:
1. Extend Desktop to the HMD
2. DK1 Legacy App Support is ON (although grayed out on my computer)
3. Configure the display settings and make DK2 the primary display

I intend to look more in to getting direct mode to work once the OS X Oculus SDK v0.4 is out. I'm just not sure if there could be any issues with SDL handling all the platform-specific window creation. To be determined...

RosevilleReaper
Honored Guest
keep getting an error saying side by side configuration is incorrect when I try and start the game 😞 whats the deal?