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Quake for Oculus Rift

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Based on Quakespasm. This enables support for the Oculus Rift for idsoftware's original Quake. You need the Oculus SDK and SDL to compile this.

More info: http://phoboslab.org/log/2013/07/quake-for-oculus-rift

Use ~ to access the console and type vr_enabled 1 to activate the rift view. You may want to disable view bobbing with cl_bob 0.

Additional cvars:

  • vr_supersample – Supersampling. Default 2.
  • vr_prediction – Prediction time in milliseconds. Default 40.
  • vr_driftcorrect – Use magnetic drift correction. Default 1.
  • vr_crosshair – 0: disabled, 1: point, 2: laser sight
  • vr_crosshair_size - Sets the diameter of the crosshair dot/laser from 1-5 pixels wide. Default 3.
  • vr_crosshair_depth – Projection depth for the crosshair. Use 0 to automatically project on nearest wall/entity. Default 0.
  • vr_chromabr – Use chromatic aberration compensation. Default 0.
  • vr_aimmode – 1: Head Aiming, 2: Head Aiming + mouse pitch, 3: Mouse aiming, 4: Mouse aiming + mouse pitch, 5: Mouse aims, with YAW decoupled for limited area. Default 1.
  • vr_deadzone – Deadzone in degrees for vr_aimmode 5. Default 30.

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