vittorioromeo / quakevr

Quake VR mod supporting room-scale movement, hand interactions, and melee attacks.
https://vittorioromeo.info/quakevr
GNU General Public License v2.0
213 stars 10 forks source link

Any chance for ES3.1 renderer and Oculus Quest port ? #26

Open motorsep opened 4 years ago

motorsep commented 4 years ago

Wouldn't it be nice to run this awesome port on Oculus Quest? Any near future plans for that ?

vittorioromeo commented 4 years ago

Unless I get some help writing a new renderer, this is unlikely to happen - sorry. It would require a lot of work as the current implementation (based on QuakeSpasm) uses OpenGL legacy immediate mode rendering.

nephatrine commented 4 years ago

There is already a very good QuakeQuest source port. It doesn't have many of the neat interactivity features this port does, but retains compatibility with Quake multiplayer servers and mods.

motorsep commented 4 years ago

There is already a very good QuakeQuest source port. It doesn't have many of the neat interactivity features this port does, but retains compatibility with Quake multiplayer servers and mods.

Exactly the point - it's not a good port you are talking about. QuakeVR is a way better. The author of the other Quake port did bare minimum and refused to add teleportation locomotion (he doesn't care for quality of life features at all).

I don't care for multiplayer, but I care for a lot of other things QuakeVR offers.

nephatrine commented 4 years ago

@motorsep Neither project is "way better" per se - they just have different design goals. You might not care about server compatibility or mod compatibility, but others do. Making sure those things don't break doesn't mean the other project is bad, it just isn't what you're personally looking for.

Since both projects do cater to somewhat different audiences and needs, I'd be all for @SuperV1234 adding Quest port since the more people able to enjoy it the better (as long as it doesn't take focus away from other things). But in the meantime there are other options is all I was trying to say.

poVoq commented 3 years ago

Unless I get some help writing a new renderer, this is unlikely to happen - sorry. It would require a lot of work as the current implementation (based on QuakeSpasm) uses OpenGL legacy immediate mode rendering.

Wouldn't Vulkan work on the Quest? AFAIK vkquake is Quakespasm based and changes could be backported?