Quake for Oculus DK2, Direct Mode

Almost exactly two years ago, I published my first release of Quake with support for the Oculus Rift. Since then, an amazing community has fixed a number of bugs and added some nice features. In particular Luke Groeninger did a lot of work to get the kinks out.

However, Quake was still stuck in the Oculus DK1 world, with no positional tracking and no support for the DK2's Direct Mode. Today, I finally fixed that!

The game looks absolutely gorgeous in the DK2, even after all those years. The run speed is still ridiculous, but somehow I don't get sick playing it in the Rift. Your mileage may vary though, so take it slow.

The game now starts in VR Mode by default, disables view bobbing and sets the texture mode to NEAREST for the proper, pixelated oldschool vibe.

Additonal vars you can use in the console in the game (bring it up using the ~ key):

vr_enabled – 0: disabled, 1: enabled

– 0: disabled, 1: enabled vr_crosshair – 0: disabled, 1: point, 2: laser sight

– 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.

- 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.

– Projection depth for the crosshair. Use 0 to automatically project on nearest wall/entity. 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.

– 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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