Hello HN!<p>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 <i>first-class</i> PCVR experience.<p>---<p>> What do you mean by "first-class"?<p>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.<p>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.<p>With Quake VR, I tried my best to make the game feel like an experienced designed from the ground up for VR. A video is worth a thousand words: <a href="https://www.youtube.com/watch?v=MBoI16z8Nxg" rel="nofollow">https://www.youtube.com/watch?v=MBoI16z8Nxg</a><p>---<p>As you can see from the video above, Quake VR provides a plethora of VR-specific features, including:<p>- Virtual in-game hands with finger tracking
- Dual-wield weapons or hold a weapon with two hands
- Physical melee combat, including throwing weapons and headbutts
- Weapon models with ironsights
- Collisions between the player's hands and the environment
- Holster system with virtual torso<p>For a complete list of features, check out the README: <a href="https://github.com/vittorioromeo/quakevr#main-features" rel="nofollow">https://github.com/vittorioromeo/quakevr#main-features</a><p>I love VR-unique interactions, and I try to find opportunities to add more. As an example, I recently added "flick reloading" to the SSG -- see it in action here: <a href="https://www.youtube.com/watch?v=uV8gbDvNYAM" rel="nofollow">https://www.youtube.com/watch?v=uV8gbDvNYAM</a>.<p>Here is an older trailer showcasing features like dual-wielding, holsters, and the grappling hook: <a href="https://www.youtube.com/watch?v=c_ctxSqs6gA" rel="nofollow">https://www.youtube.com/watch?v=c_ctxSqs6gA</a><p>---<p>Quake VR is written in modern C++ and it's completely <i>free</i> and <i>open-source</i>: <a href="https://github.com/vittorioromeo/quakevr" rel="nofollow">https://github.com/vittorioromeo/quakevr</a>. If you have any question about the game or any implementation detail, feel free to ask here on or the official Discord server (<a href="https://discord.me/quakevr" rel="nofollow">https://discord.me/quakevr</a>).<p>---<p>If you have a PCVR headset, I sincerely hope you will check out the game and let me know what you think!<p>The game is available on a "pay what you wish" model here: <a href="https://quakepcvr.com/" rel="nofollow">https://quakepcvr.com/</a>
- Make sure you closely follow the installation guide (<a href="https://github.com/vittorioromeo/quakevr#installation" rel="nofollow">https://github.com/vittorioromeo/quakevr#installation</a>)!<p>Cheers,
Vittorio<p>---<p>FAQ:<p>> Is this project related to the Quake ports available for the Meta Quest?<p><pre><code> * No, this project is separate from those. It uses a different engine and it was developed by me, Vittorio Romeo, with some very appreciated contributions by community members (https://github.com/vittorioromeo/quakevr#credits).
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> Why is Quake VR not available on Steam?<p><pre><code> * I've tried really, *really* hard to release it on Steam as a free community mod. However, that requires permission from the owners of the Quake IP.
I have spent countless hours trying to communicate with id Software, Bethesda, Microsoft, never receiving *any* sort of response. I've even tried directly contacting employees, who kindly forwarded my request to the legal team, to no avail: zero answers whatsoever.
I have not given up -- if you know someone that can help, please let me know!
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> Is Quake VR compatible with existing Quake mods or existing Quake servers?<p><pre><code> * No, Quake VR uses a custom protocol and engine in order to deliver first-class VR features. It is possible to adapt mods to work with Quake VR -- I have done that for the official expansions and some popular mods.
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> How can I support the Quake VR project?<p><pre><code> * Quake VR is FOSS, however I am more than happy to accept donations for my efforts.
PayPal (https://paypal.me/romeovittorio) works best for me, alternatively consider purchasing "Open Hexagon" (https://store.steampowered.com/app/1358090/Open_Hexagon/), my first commercial game on Steam.</code></pre>