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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

inDigiNeous
Honored Guest
Thank you! This works perfectly with the DK2. Takes me really back, used to play so much Quake 1 and Quakeworld back in the day.

Funny to see this world from a totally different viewpoint. Actually started playing the single player campaign again just to see how it feels. Feels great! A bit scary at times too, which I didn't expect.

Funny feeling also of being there _again_, like coming back to that what it felt like to play for the first time again, when you've memorized those maps so good you know every secret and sweet spot to be in, and seeing it from a completely new angle, it's somehow really nice effect.
So thanks for enabling that 🙂

jkostans
Honored Guest
Is there any way to tweak the FOV while using the rift? It seems a bit zoomed in, and everything looks a bit larger than it should.

hellion
Honored Guest
This for some reason this was not working for me. Then I tried launching the game then turning on the rift and its working now! I noticed that the aim mode is different then how I am used to. Is there an aim mode that the mouse just moves the crosshair on the screen and not the view ? I LOVE how the status bar is angled, and also how the text is readable.

hellion
Honored Guest
Oh never mind , vr_aimmode 6 is what i wanted i just needed to read above 😄 thanks this is great!

mindabuse
Explorer
"jkostans" wrote:
Is there any way to tweak the FOV while using the rift? It seems a bit zoomed in, and everything looks a bit larger than it should.


The FOV is based on the viewing angle of the Oculus Rift and it can't be changed with any console commands at the moment. The scale in QUAKE is definitely unrealistic, so the fact that everything looks larger than it should is "normal". I attribute that to QUAKE being one of the first full-3D games on the market. If you use 'notarget' to disable the enemy AI from attacking you, you can see that ammo/health crates are like half the height of normal humanoid enemies. Holding the axe in front of enemies to examine the scale is also pretty amusing.

"hellion" wrote:
This for some reason this was not working for me. Then I tried launching the game then turning on the rift and its working now!


Since QUAKE is OpenGL, it doesn't support direct-to-rift mode. Getting non-direct-to-rift apps to initialize properly is a pain, especially since the rift has to be set up as the primary display. Blech.

Glad you got the aim mode figured out!

Nukemarine
Rising Star
Ran this for the first time yesterday and really liked it. Its further proof you don't need life like graphics to help create a sense of presence. Solid 75fps, low persistence, and accurate tracking worked great.

Anyway, I spent a little time mapping my controller so I could play standing up. Syncing the view then stepping a bit to the left make it much with regards to the gun not coming out of my chest. The run speed of course needed to be tweaked but that's true for most FPS conversions to VR. Overall, lots of simple fun.

Venturai
Honored Guest
Ahh Quake 1, my favourite FPS of all time, but I'm hesitant to touch it with the Rift.

Seriously, how do you guys play first-person shooters with this hardware and not get sick? Any tips?

hellion
Honored Guest
you are joking right? how does anyone say they get sick wearing this ... i damn near played thought the entire quake in 1 sitting 0 problems

mindabuse
Explorer
"Venturai" wrote:
Ahh Quake 1, my favourite FPS of all time, but I'm hesitant to touch it with the Rift.

Seriously, how do you guys play first-person shooters with this hardware and not get sick? Any tips?


I found that you could disable 'always run' and use a run toggle with a joypad for the puzzles/levels that require them. If the normal walk speed is even too fast, you can slow that down with a console command.

In terms of the gun position "sticking out of your chest", I added a gun offset console command that I need to tweak and add a menu option for. Shooting to have that in the next update. Personally for me, It feels a little more "natural" to offset the gun to the right side and down a little bit. I'm not a huge fan of changing too much with the original QUAKE, but the gun re-positioning/offset is small enough that it doesn't change things too much and is probably "good" for VR.

hellion
Honored Guest
Also I find that vr_aimmode 6 with a deadzone of abour 20~25 , is very similar to how HL2 VR / Quake 2 VR operate. With this setup I think it helps with some of the problems that someone might have if they get motion sick. Apparently I have an Iron gut, and do not have problems. I hope that helps!