I am proud to bring you the first Vita homebrew game capable of rendering at the highest possible resolution of 1920x1080.vitaQuake runs smoothly at 60 FPS at 1920x1080 with overclocking. In addition, 1280x720 is possible if you prefer to use 720p HDMI mode for the PSTV, and 1440x1080 is also possible for a classic 4:3 Quake experience.(click images for full size)Hardware accelerated GPU renderingNative 1920x1080 resolutionMSAA 2x and MSAA 4x supportDual analogs supportNative IME for inputing commands/textSounds and Musics (CDTracks) support in OGG, MP3, WAV formatsGyroscope and touchscreen support for camera movementCustom arguments support and mods supportSupport for both official missionpacksSupport for transparent surfaces (.alpha and .renderamt)Increased Quake Engine limits (max vertices, max entities, max static entities, etc...)LAN Multiplayer support (locale and online)AdHoc Multiplayer supportProQuake net protocol supportSavegames fully workingSupport for colored lights with .lit files supportSupport for Half-Life BSPSupprt for BSP2 and 2BSP formatsSmooth animations thanks to interpolation techniquesCrosshair and custom crosshairs supportMirrors supportSpecular mode supportFog supportCel Shading supportBilinear filtering supportDynamic shadows supportSeveral different improvements in the renderer qualitySeveral different miscellaneous features (eg: transparent statusbar, benchmark feature, working gamma, etc...)Map downloader support if you try to join an online server and you don't own the running map- Left Analog / Digital Pad = Move player- Right Analog = Move camera- O / X = Jump- R Trigger / Square = Shoot- Triangle = Change Weapon- L Trigger = Run- Touch = Show game status- Retrotouch = Move camera- Select = Enable Danzeff Keyboard in Console Menu for commands insertionStarting with vitaQuake v.4.0, it will be possible to use a completely custom crosshair with the game.To do so, you should create a file named xhair.bin and place it in ux0:data/Quake/GAMEFOLDER folder (GAMEFOLDER will be id1 for main Quake for example).This file must contains 64 bytes that will define the 8x8 crosshair glyph. A byte set at 0xFE will mean a visible pixel. A byte set at 0xFF will mean an invisible pixel.The custom crosshair usage can be enabled in Options menu. If no xhair.bin is provided, when Custom crosshair will be set, QuakeWorld crosshair2 will be used.You can also alter crosshair color by setting these three values in config.cfg:crosshaircolor_r, crosshaircolor_g, crosshaircolor_b.By default these three values are set at 255, 255, 0.- Install the vpk- Place the "Quake" folder in ux0:/data- Install Sharpscale and turn on "Unlock framebuffer size" to use HD resolution rendering- Create a folder in ux0:/data/Quake/id1 and call it cdtracks- Place the audio tracks renamed as track001, track0002, ... in ogg or mp3 format in this folder.You can find complete soundtrack in ogg format here: https://www.quaddicted.com/files/music/quake_music.zip As of v.2.8, colored lights are available thanks to .lit lights support from DarkPlaces client by LordHavoc.The simplest way to get colored lights in Quake is to download this package: http://www.moddb.com/games/quake/addons/quake-colored-lightmaps Grab LIGHTS.PAK file and place it in your vitaQuake installation (where pak0.pak is) and rename LIGHTS.PAK as if it's a normal pak (so if you have pak0 and pak1, rename it pak2.pak).That package has colored lights support for the two official mission packs too.Ch0wW, cuevavirus, icelaglace, xyzz, jakebriggs, Maëllig Desmottes, MasterFeizz, Nathan Rennie-Waldock, Rinnegatamante, rsn8887, tiduscrying, idSoftware