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README.md

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## RiftQuake
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# Quake for Oculus Rift
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[Download Here](https://github.com/swax/Quakespasm-Rift/releases)
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Based on [Quakespasm](http://quakespasm.sourceforge.net/). This enables support for the Oculus Rift for idsoftware's original Quake. You need the Oculus SDK and SDL to compile this.
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This is a mod to the rift quakespasm mod by [@phoboslab](https://github.com/phoboslab)
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More info: http://phoboslab.org/log/2013/07/quake-for-oculus-rift
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Improvements:
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* Minimal head movement. The center of the crosshair is always in front of your face. Moving your head looks around relative to the crosshair.
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* More accurate. Only your mouse controls the crosshair. Moving you head does not change your aim.
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* 3D Crosshair. Projected out in 3D space at whatever you're pointing at.
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* Menus and console rendered in the 3D world.
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Use ~ to access the console and type 'r_oculusrift 1' to activate the rift view.
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Use ~ to access the console and type `r_oculusrift 1` to activate the rift view. You may want to disable view bobbing with `cl_bob 0`.
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Enjoy,
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[@swax](https://github.com/swax)
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## Additional cvars:
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- `r_oculusrift_supersample` – Supersampling. Default 2.
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- `r_oculusrift_prediction` – Prediction time in milliseconds. Default 40.
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- `r_oculusrift_driftcorrect` – Use magnetic drift correction. Default 1.
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- `r_oculusrift_crosshair` – 0: disabled, 1: point, 2: laser sight
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- `r_oculusrift_chromabr` – Use chromatic aberration compensation. Default 0.
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- `r_oculusrift_aimmode` – 1: Head Aiming, 2: Head Aiming + mouse pitch, 3: Mouse aiming, 4: Mouse aiming + mouse pitch. Default 1.
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PS Valve - Please make this 'vr_moveaim_mode 9' in tf2 :smile:

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