Well, this thread is old, but I found an answer: You need the Quake engine called “DirectQ”. It is based on DirectX 9. The original creator of DirectQ apparently no longer has a homepage. But the “DirectQ 1.9.0 Executable.zip” can be downloaded from here: https://www.quaddicted.com/files/engines/directq/
Works nicely for me, i.e. both eyes are rendered correctly in 3D. The only problem: the VorpX menu does not work. I.e. hitting the “Del” key does not show the menu. So you are stuck with the default 3D settings.
Thanks for the quick reply, Ralf. I don’t yet have vorpX, or a Rift. But support for the classic games in Stereo3D is prerequisite for me, before i invest in the system.
In my eyes games like Quake, Unreal, Descent, Stalker, Half-Life etc. are essential, and i always wanted to play them in real 3D. Now my dream will finally come true. Until full remakes are available from the studios (don’t hold your breath :) ) vorpX will be the best option.
It *might* work with the OpenGL renderer of these games.
You can now create custom profiles in the vorpX config app. Set the game to use OpenGL, and then make a copy of an existing OpenGL profile (e.g. Quake) and apply the UT99 exe to it.
No guarantee that this will work, but trying it only costs 5 minutes.
Hi Karlor,
Are you talking about creating a shortcut to the game EXE file, and add command line arguments to it?
I had to do that, to change the game resolution like this:
G:\glquake.exe -width 1920 -height 1080
Adding -DX9 doesn’t seem to work here, I have the OpenGL version of the game. I either need to make this openGL version work properly (at the moment, one of the lenses is red) or find the correct DX9 mod… I don’t know if the Steam version is the correct version to play with the Rift
Thank you!
I think what they mean is you have to launch quake with dx9, sort of like Bioshock 1 I think.. what you do is inside properties(right click, go to properties) then in the field and -DX9.. now I don’t recall what field and the exact thing you have to type in… but it should be something like that.. you should be able to find more info I’m just trying to point you in the right direction… Its easy once you figure out what field to change.. I just don’t remember right now.
Hi everyone,
First I’d like to congratulate Ralph for this amazing software. Specially now that Vorpx 9 is out (and Extend mode is finally gone!)
I’m just having problems with Quake, and I wonder if someone has any info on this (maybe someone in this forum already played Quake with Vorpx)
I checked the “Game Compatibilaty Page”: https://www.vorpx.com/supported-games/
And apparently Vorpx supports Quake, but it says “Quake with DX9 mod”
But I’m not sure what mod is that… There’s a post where Ralph tells someone to use “DXQuake”,
here: https://www.vorpx.com/forums/topic/vorpx-pre-release-thread/#post-176
But I guess that was a mistake, because “DXQuake” is a DirectX 8 version of Quake, and Vorpx …
Anyway, if there’s no Directx9 version: I do have the OpenGL version of Quake, but it doesn’t work properly (one of the Oculus lenses is always red, Vorpx even shows a message that says “recommended resolution: 1920×1080”, But I already changed the resolution to that (Vorpx even shows that I am using the 1920×1080 resolution already, but it stills recommend 1920×1080)
Another alternative is buying Quake on Steam. But I don’t know if it works with Vorpx…
So, I have 3 options:
1-Find the correct DX9 versions of Quake
2-Make the OpenGL version I already have work properly
3-Buy the updated game on Steam
I’m OK with any of them, I just want to know if anyone can help me make the game work properly (If not, then can someone confirm that the Steam version works with Vorpx 9?)
Thank you!
Short update on OpenGL since this was highly requested: Amnesia will have 3D, also almost everything else that uses the old OpenGL fixed function pipeline.
Modern, purely shader based OpenGL games won’t have 3D for now, that’s not as straight forward to implement. Addressing the open issues in the ‘official’ part of vorpX has higher priority for 0.9. Also many features of the D3D part will be missing in OpenGL for now (HUD-Scaling, shadow treatment etc.).
However, you will be able to play OpenGL classics until about the time of the Quake 3 engine in full Geometry 3D, also everything newer that still partially uses the fixed function pipeline (like Amnesia). idTech4/5 probably won’t be covered, haven’t tried one yet though.
Hi guys,
first of, I have followed all hints at basic trouble shooting, spent hours trying to resolve this issue by searching the web. Unsuccessful so far.
I can not get VorpX to work with any game on my system at all.
iMac running Windows 8.1 pro with up to date Bootcamp drivers
Oculus Rift DK2, runtime 0.6
VorpX beta1
NVIDIA Driver Version 355.83
Clean Windows 8.1 installation
Oculus config set to extend mode. Selected DK2 as primary display in system settings. Also tried assigning different hotkeys.
The Rift is always acting as a 2D monitor. VorpX does not inject at all, when I am pressing the corresponding hotkey.
Oculus desk demo running well, so is Quake for Rift. Appreciate your help.
Thanks
Christian
can’t seem to get vorpx to inject with this game.
Any advice would be much appreciated.
Hi,
Still loving my DK@ and vorpx – more so after upgrading from SLI GTX 550’s to a GTX 770 (which may be an EVGA step-up to a GTX 980 is a coupel months…)
So, now I can pin skyrim at 75 fps (not in geo mode, and not maxed out, but I can and it still looks great), but I notice stuttering when moving my head.
If I were to pan across 90 degrees, the image with stutter-jump 2-3 times. If I do the same with the mouse, it doesn’t. I haven’t seen this behavior in Quake2VR or Halflife 2 beta which natively support the OR.
Any ides why this is, or what I can do to improve it? It’s rather jarring and nausea inducing after a while.
Thanks!
I find I have to really turn down quality setting on my SLI’s GTX 550 Ti’s, even in Quake II! looking forward to the GTX 980 coming out…
Monitoring your frame rate is important when you’re first setting up a game. You need to really try for 75+ fps – You’ll have a much better experience with low quality and high frame rate in the rift.
You can also try switching to Z-buffer 3d instead of geometry mode – it will really boost your framerate. If it already looks “cardboard cutout like” to you, then you probably won’t even notice a difference.
The white lines might be chromatic aberration – there’s an setting in the vorpx (del) menu to correct that, or I’ve heard that the lastest dev kit SDK should do it to?
Is there a way to disable aiming using head tracking? I read the OP but it seems to me it should be possible to allow the mouse to only have control of the cross hair while giving the rift a keyhole around the cross hair without hijacking control of the cross hair. If this were possible how large can the keyhole be?
The best I could find was this except if you keep looking left/right it takes your cross hair with it. I find this annoying and would much rather be limited with how far I can look being attached to distance from cross hair since we can’t have it the way op was explaining.
Aiming with the head tracking is not optimal IMO for fast paced shooters. Games like hawken, mine craft, doom and quake allow complete control of aim with mouse and looking around with the rift without mixing the two, which I hope will be implemented in games in the future. As this is optimal.
I just tried the official HL2 VR support and it’s pretty bad compared to Quakespasm and the OR Demo.
I was wondering what people say about how VorpX handles it.
If there was a simple trial I could probably make the decision for myself, or I could fork over the money to beta test vorpx, but here is hoping someone will share first hand experiences if at all possible. ( I don’t know if beta testers had to sign an NDA or something…).
With the official support the game is a little slow. My mouse cursor was feeling delayed. Even with no acceleration.
The menus were almost not readable except for the options menu because it was centered.
The game world had tons of strange flickering going on that I don’t even know how to describe. Lots of things were blurry.
The official HL2 support only supports 1200×800 but in Quakespasm I was playing on 1600×900 fine and it looked much better than 1200×800. Maybe that’s why it looks so blurry in HL2? Can VorpX play HL2 in 1600×900?
That’s all I can think of for now. I’ve heard a lot about vorpx that can allow to look at corners of the screen.
This! I can’t wait to play the Original Quake 1 with this! Rift in hand, ready to Rock!
Unfortunately that is outside the scope of vorpX, since it would require specific memhacks for every game, which isn’t such a great idea anyway for many reasons.
And while I would agree that exploration style games with a slower pace are better suited for the Rift, no doubt about that, faster games like Quake etc. are still fun.