08-06-2014 10:19 PM
quakespasm -vr
host_maxfps xxxwhere 'xxx' is a higher value (as high as you want, if you're interested in keeping vr_vsync disabled). The update is now 240.
08-27-2014 08:33 AM
"Spielor" wrote:
how do you set decoupled aiming?
I can only aim up and down with my head
vr_aimmode 6
vr_deadzone 180
08-27-2014 01:20 PM
08-27-2014 06:22 PM
08-27-2014 10:19 PM
08-28-2014 01:03 PM
"TheBaltar" wrote:
All right, im getting frustrated. Tried getting this thing to work multiple times.
Where do I extract the QuakeSpasm folder to? and once I start it, all I need to do is hit ` and then type in vr_ then hit TAB and it should just start it, right?
When I hit QuakeSpasm is get W_LoadWadFile: couldn't load gfx.wad
I can get Quake to run via steam, no VR mode - I try to open QuakeSpasm.exe and all I get is that error.
Can someone break this down and make it really simple cause I feel like steps are being skipped in the instructions or something lol
thanks guys.
08-31-2014 04:35 PM
09-02-2014 07:31 AM
"jbaxter" wrote:
One issue I'll bring up while I'm here: I can't get vsync enabled. ("Normal" vsync, not vr_vsync, which is enabled.) The in-game video settings menu says "N/A" for the vsync setting, and forcing it through the NVidia control panel doesn't have any effect. I've noticed this before in the original QuakeSpasm, but it didn't bother me. In the Rift, it bothers me. I'm a little surprised that no one else has mentioned it, so maybe there's an obvious solution I've overlooked?
(A little edit: I do manage to get vsync working in other games/apps, so it's not a global issue.)
09-02-2014 02:28 PM
gl_swap_control = true;
if (SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, (vid_vsync.value) ? 1 : 0) == -1)
gl_swap_control = false;
09-02-2014 02:57 PM
"jbaxter" wrote:
After a bit more grepping/googling it seems like this may be a limitation of using SDL 1.x with OpenGL, and SDL 2.x has improved on things.
bool useVsync = ((RState.EnabledHmdCaps & ovrHmdCap_NoVSync) == 0);
int swapInterval = (useVsync) ? 1 : 0;
#if defined(OVR_OS_WIN32)
if (wglGetSwapIntervalEXT() != swapInterval)
wglSwapIntervalEXT(swapInterval);
HDC dc = (RParams.DC != NULL) ? RParams.DC : GetDC(RParams.Window);
BOOL success = SwapBuffers(dc);
OVR_ASSERT(success);
OVR_UNUSED(success);
"jbaxter" wrote:
Edit: I remember that one of the QuakeSpasm developers, ewasylishen, was working on SDL 2 builds for OS X. I dunno if that means that they will soon-ish be switching over to SDL 2 on any or all platforms.
09-02-2014 07:45 PM