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!
Unfortunately, with this setting the particles look like GL Quake (rounded and filtered), but I’d prefer the square, pixelated style of Software Quake.
(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:
Thank you so much, it works great !!! (water included)
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.