![]() * No, Quake VR uses a custom protocol and engine in order to deliver first-class VR features. > Is Quake VR compatible with existing Quake mods or existing Quake servers? I have not given up - if you know someone that can help, please let me know! I've even tried directly contacting employees, who kindly forwarded my request to the legal team, to no avail: zero answers whatsoever. I have spent countless hours trying to communicate with id Software, Bethesda, Microsoft, never receiving *any* sort of response. However, that requires permission from the owners of the Quake IP. * I've tried really, *really* hard to release it on Steam as a free community mod. > Why is Quake VR not available on Steam? It uses a different engine and it was developed by me, Vittorio Romeo, with some very appreciated contributions by community members (). * No, this project is separate from those. > Is this project related to the Quake ports available for the Meta Quest? Make sure you closely follow the installation guide ( )! The game is available on a "pay what you wish" model here: If you have a PCVR headset, I sincerely hope you will check out the game and let me know what you think! If you have any question about the game or any implementation detail, feel free to ask here on or the official Discord server ( ). Quake VR is written in modern C++ and it's completely free and open-source. Here is an older trailer showcasing features like dual-wielding, holsters, and the grappling hook: As an example, I recently added "flick reloading" to the SSG - see it in action here. I love VR-unique interactions, and I try to find opportunities to add more. Collisions between the player's hands and the environmentįor a complete list of features, check out the README: Physical melee combat, including throwing weapons and headbutts Dual-wield weapons or hold a weapon with two hands Virtual in-game hands with finger tracking ![]() A video is worth a thousand words: Īs you can see from the video above, Quake VR provides a plethora of VR-specific features, including: ![]() With Quake VR, I tried my best to make the game feel like an experienced designed from the ground up for VR. While I do enjoy reliving nostalgic classics in VR (and thank the modders for their efforts), it does feel weird having to use a keyboard+mouse setup for a VR game, or - even with motion controls - not being able to physically interact with the game's world, or having a gun glued to one of my hands. There are many mods out there that enable older games to be played in VR, however, not much thought is put into VR-unique mechanics or in making the experience feel seamless. ![]() I am proud to show you Quake VR, a "labor of love" one-man project that I started back in 2020 with the goal of turning Quake - the timeless classic from 1996 - into a first-class PCVR experience. ![]()
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