UPDATE:
#1 posted by
Izhido on 2020/12/25 23:24:35
The bug mentioned above for the Windows 10 version is now fixed. Also, as a result, emergency fixes have been applied to the other versions, which are now live as well. Enjoy!
Nice
#2 posted by
Tintin on 2020/12/26 21:18:16
What exactly is the difference between this and Quake VR. Is this project built on top of FTE?
#3 posted by
Izhido on 2020/12/27 21:37:26
The main difference between both is, QuakeVR is what is called a PCVR application, designed to run in your PC while sending all audio/video to the VR headset through a cable. In contrast, Slip & Frag is a standalone application that rubs directly inside an Oculus device, such as the Quest line of headsets. You wouldn’t be able to play my engine in a Rift, Index, or any PCVR-exclusive headsets, but you can play QuakeVR with it.
Also, I’m not really sure what QuakeVR uses as it’s base (QSS maybe?), but I can tell you Slip & Frag is based on the original software-rendered version of Quake (the one that could be played in DOS or Windows with no accelerated graphics). I love the look of the original engine, and I made every effort to keep it that way even in VR - which means I ignored the OpenGL code present in the source code, and built a new renderer based on Vulkan, which draws polygons in hardware but still lets the software engine apply lighting and effects as it used to do back in 1996.