I finally found some time to update my fork of the Quakespasm engine to
work with the newest Oculus SDK. Still a gorgeous game after all these
years. VR legs recommended!Download Link, a video and some more
info:http://phoboslab.org/log/2016/05/quake...
I had some downtime this week, so I decided to give one of my favorite
classic games, Quake, a shot. Let me know what you think!More info and
download links: http://phoboslab.org/log/2013/07/quake-for-oculus-rift
Just to chime in: I believe I experienced the same bug when I updated my
port of Quake to the 1.4 SDK. It's using SDL's
`SDL_SetRelativeMouseMode(SDL_TRUE);` to lock the cursor. However, it
seems that OVR "steals" focus from the game or otherwise rem...
I just merged swax' changes into my version and added some more
'r_oculusrift_aimmode' settings and fixed the issue LittleGuy describes
(if I understood
correctly).https://github.com/phoboslab/Quakespasm-RiftHuge thanks to
swax!
@LordJuanlo: Ha, sorry, I confused your comment with a similar one in my
blog:"LordJuanlo" wrote:phoboslab, are you planing on implementing
advanced features like decoupling aiming from looking, so could walk
forwards while looking left and so on?If ...
Switched to predicted orientation (should feel a bit less laggy) and
added r_oculusrift_supersample cvar - defaults to 2. Thanks to Lauri in
my blog comments @LordJuanlo: I don't have the hydra,
sorry.@rmcclelland: I'm interested in controller suppo...