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
.
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 sightvr_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. Use0
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 forvr_aimmode 5
. Default 30.