Help making Darkplaces look like Software Quake (square particles, no filtering)

Hi everyone :smiley:

I recently picked up an Oculus Go for a ridiculously low price, just to mess around with Quake in VR — and it actually works great using a Darkplaces-based VR port!

Now I’m trying to make it look as close as possible to Software Quake, just for that old-school vibe.

I’ve already turned off texture filtering, interpolation and tweaked the lighting, but there’s one last thing I can’t figure out:

How do I get square, non-filtered particles like in the original software renderer?

From what I can tell, this doesn’t seem to be configurable in Darkplaces (r_particles, r_particles_quality, etc. don’t seem to do it). Maybe it requires a small mod or shader tweak to force particles as hard-edged quads?

Any help or pointers would be super appreciated, thanks!

I searched for the list of Darkplaces cvars and found this list - try cl_particles_quake 1

Thank you for your feedback. :slight_smile:

Unfortunately, with this setting the particles look like GL Quake (rounded and filtered), but I’d prefer the square, pixelated style of Software Quake.

Check out https://quakeone.com/forum/quake-mod-releases/finished-works/9876-software-quake-style-pixely-particles

2 Likes

Wow, thanks so much, that sounds like exactly what I need, I'll test it out tonight! :smiley:

Playing Quake in VR for only €25 (the cost of the headset) is fantastic. I'll do a summary post in case anyone is interested, including my setup.

PK3 works perfectly, thanks again!

I'd like to ask another question… In VR, some texture misalignments in the original maps are more noticeable, like this at the end of E1M3:

…are there any mods or PK3s that fix these small inaccuracies? I've seen mods that fix some bugs in the game, but this map remains unchanged.

Thanks! :smiley:

This already was in the original map source and is compiled into the original .bsp

You can try this, just fixed this bit in netradiant-custom and compiled the map:

e1m3_fix.zip

(original map from: e1m3.map / only realigned this texture). Effective change between the original file - once rewritten by netradiant - and what i used to compile the map:

--- e1m3_orig.map	2025-10-27 22:37:25.733299331 +0100
+++ e1m3.map	2025-10-27 22:38:06.862476945 +0100
@@ -5,7 +5,7 @@
 "sounds" "9"
 "message" "the Necropolis"
 "worldtype" "0"
-"wad" "gfx/wizard.wad"
+"wad" "gfx/wizard.wad;/home/q1/wads/quake101.wad"
 // brush 0
 {
 ( 1424 272 52 ) ( 1424 272 0 ) ( 1424 240 0 ) WSWAMP2_1 0 0 0 1 1
@@ -5415,7 +5415,7 @@
 {
 ( 1372 1024 778 ) ( 1372 992 778 ) ( 1372 992 712 ) WENTER01 48 144 0 -1 1
 ( 1382 992 770 ) ( 1382 1024 770 ) ( 1382 1024 708 ) WENTER01 48 144 0 -1 1
-( 1372 992 778 ) ( 1404 992 766 ) ( 1404 992 700 ) WENTER01 224 32 0 -1 1
+( 1372 992 778 ) ( 1404 992 766 ) ( 1404 992 700 ) WENTER01 208 32 0 -1 1
 ( 1404 1024 766 ) ( 1372 1024 778 ) ( 1372 1024 712 ) EXIT02_2 0 0 0 1 1
 ( 1382 1024 770 ) ( 1382 992 770 ) ( 1372 992 778 ) EXIT02_2 0 0 90 -1 1
 ( 1372 1024 712 ) ( 1372 992 712 ) ( 1404 992 700 ) EXIT02_2 0 0 0 1 1

edit: fixed water

Thank you so much, it works great !!! (water included) :star_struck:

Tested on PC because I can't load it from the command line in VR.

I realize I'm asking too much, but it would be possible to create a PK3, or even better incorporate this fix into an existing PK3 that fixes the bugs in the original maps (like KillPixel's z-fixed maps).

It seems strange that no one has done this yet, I guess there's a reason for that.