Qu

Quake VR – Quake (1996) as a first-class PCVR experience

Hacker News

Quake VR – Quake (1996) as a first-class PCVR experience

Hello HN! 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. --- > What do you mean by "first-class"? 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. 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. 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: https://www.youtube.com/watch?v=MBoI16z8Nxg --- As you can see from the video above, Quake VR provides a plethora of VR-specific features, including: - 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 For a complete list of features, check out the README: https://github.com/vittorioromeo/quakevr#main-features 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: https://www.youtube.com/watch?v=uV8gbDvNYAM . Here is an older trailer showcasing features like dual-wielding, holsters, and the grappling hook: https://www.youtube.com/watch?v=c_ctxSqs6gA --- Quake VR is written in modern C++ and it's completely free and open-source : https://github.com/vittorioromeo/quakevr . If you have any question about the game or any implementation detail, feel free to ask here on or the official Discord server ( https://discord.me/quakevr ). --- If you have a PCVR headset, I sincerely hope you will check out the game and let me know what you think! The game is available on a "pay what you wish" model here: https://quakepcvr.com/ - Make sure you closely follow the installation guide ( https://github.com/vittorioromeo/quakevr#installation )! Cheers, Vittorio --- FAQ: > Is this project related to the Quake ports available for the Meta Quest? * 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). > Why is Quake VR not available on Steam? * 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! > Is Quake VR compatible with existing Quake mods or existing Quake servers? * 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. > How can I support the Quake VR project? * 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.

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Indie HackersFits the IH revenue-focused audience · Strong signals: started, para, including · Missing: supports, reddit linkedin, podcasting
97%97% predicted probability of success on Indie Hackers, based on ML models trained on real launch data.
best fitHighest predicted score across all platforms for this description.
Product HuntOn track for Day 1 leaderboard · Strong signals: model, models, physical · Missing: mac, agents, macos
71%71% predicted probability of success on Product Hunt, based on ML models trained on real launch data.
Hacker NewsStrong engagement from HN community · Strong signals: exist, existing, ide · Missing: https docs, excited, just released
50%50% predicted probability of success on Hacker News, based on ML models trained on real launch data.
nativeThis product was originally launched on this platform.
AppSumoMay struggle as an AppSumo deal · Missing: plus, platform, intuitive
47%47% predicted probability of success on AppSumo, based on ML models trained on real launch data.
TrustMRRLess likely to generate early MRR · Strong signals: video, answers, para · Missing: mobile apps, ios, personal
43%43% predicted probability of success on TrustMRR, based on ML models trained on real launch data.
Acquire.comPre-revenue stage for this audience · Missing: arr, mrr, revenue
11%11% predicted probability of success on Acquire.com, based on ML models trained on real launch data.
BetaListMay not resonate with beta-testers · Missing: web3, chat, crypto
0%0% predicted probability of success on BetaList, based on ML models trained on real launch data.

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