MusaRai
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Early Quake4XR Gameplay Video

The Quake 4 port has been coming along well. I already have functioning headtracking, 6DOF, roomscale and motion tracking (Bummser actually doesn't show the gun in the video as it looks a bit silly with duplicate hands - but you can see it working as the flashlight is mounted onto it). Immersive cutscenes are also working very well (as shown in the full startup video: https://www.youtube.com/watch?v=Ua2jsFKKfKw). 

Both of these videos are attempts to gauge the performance, as shown by the onscreen OVR metrics. I am happy to say it seems to be hitting a solid 72hz, which is better than even Doom3Quest. 

An early playable alpha version is not too far away once I have the following issues sorted:

1) Remove body (possibly temporarily) and very annoying movement sound.

2) Remove weapon offset and fix firing / interaction direction. 

3) Fix current issue with aspect ratio

The first version will be Meta headsets only. Pico 4 support will come later once the project (and Doom3Quest) have moved to OpenXR. 


Comments

We are finishing up Jedi Knight XR for the release. I expect something playable as soon as that is finished.

Any new progress on Quake 4? So sweet seeing this in action!

This is all I ever wanted after playing the Doom 3 port. Thank you, I can't wait!

Vequa


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