This app was mentioned in 20 comments, with an average of 4.45 upvotes
Another teaser.. 6DoF weapons now mostly working.
EDIT:
A lot of people have asked about donations. I am doing this because I love coding/hacking about/creating things (though I am so artistically challenged I have to use other people's games to achieve this) for an enthusiastic community who enjoy the effort I put in. I am very lucky that I am able to work on this in my spare time (who needs sleep anyway..?) without the need for funding of any description, though I am hoping my wife doesn't mind too much.
Anyway, in short, if you really feel like you want to donate in some way, then if you don't already own it you could buy QVR on Google Play (not to play, just as a means for a donation to buy a coffee or put towards a meal out so I can apologise to my wife for the time I have spent on this)
EDIT2: A big thank-you to everyone who's since picked up QVR on the playstore.. very much appreciated!
I asked about ways of supporting and someone on his team said you could buy his play store app. https://play.google.com/store/apps/details?id=com.drbeef.qvr
If you are referring to this one: https://play.google.com/store/apps/details?id=com.drbeef.qvr&hl=en it is legitimate. The Play store app is for the Google Cardboard version.
The GearVR one is a separate package / release and not available on Google Play store. it needs to be sideloaded.
Curious on if you think there might be any advantages or differences in the play store version ($.99) https://play.google.com/store/apps/details?id=com.drbeef.qvr or the free one you can find in Sideload VR which homepages to www.quakevr.com which is free?
Quake!
https://play.google.com/store/apps/details?id=com.drbeef.qvr&hl=en
You just have to download the file from normal quake or you can play the demo. It has instructions on how to get it setup. It is probably the best and most lasting experience for cardboard.
Until it's back up you can download it here for Cardboard https://play.google.com/store/apps/details?id=com.drbeef.qvr&hl=en
And then use one of the many apps to launch cardboard games. I personally spent a Buck and use the app "play cardboard games in gear VR" (yes its literally called that) and it works perfect.
Hi, sorry for the delayed reply, I've not looked at this sub for a little while.
The cardboard version was removed as it turns out it violated copyright.
I have re-released it as QVR: https://play.google.com/store/apps/details?id=com.drbeef.qvr
Which phone do you have? I restricted compatilibity with a number of devices as I had a lot of people saying it didn't work.
Quake I https://play.google.com/store/apps/details?id=com.drbeef.qvr
Quake II http://www.durovis.com/sdk.html
GalaxyVR https://play.google.com/store/apps/details?id=com.silicondroid.galaxyvr
Hardcode https://play.google.com/store/apps/details?id=com.farlenkov.vrtps
The height https://play.google.com/store/apps/details?id=com.divegames.theheight
I have only bought QVR and I think it was well worth it.
I mean, it's Quake.
Cardboard was the first attempt at just doing VR with what phones already had to offer.
Daydream and GearVR improved on that in a few important ways:
Lower latency. Cardboard takes 80+ms to react to head movement, which is noticeably laggy and can make people ill. Daydream / GearVR bring this down to around 20ms, which is imperceptible.
A standard 3DoF controller. Cardboard originally had one button, a magnet switch which later became a capacitive tap. Lots of cheap viewers didn’t even include that, so devs had to make due entirely with gaze controls. A standard controller with a couple of buttons, rotation/acceleration (think a laser pointer, but with optional waggle), and a touchpad allows much more interactive applications. Daydream has a mandatory 3DoF controller that is much nicer to use than carefully aiming your head at things. GearVR also has a standard 3DoF controller as well as traditional gamepad support, but they aren’t mandatory. GearVR also has a built in touchpad and button on the side of the headset.
Phone performance requirements. Developers can count on a baseline for performance, which enables higher-quality titles. Resolution is also usually better, although there are some supported phones with only 1080p screens, QHD is kinda standard.
Global refresh and low persistence display. Normally an image is scanned out top to bottom, which can lead to a jelly roll effect when you turn your head, global refresh is all at once. TBH not sure if Daydream does this or just compensates just in time, but Cardboard does not do this. Low persistence means the image is only displayed for a small fraction of a 60Hz frame, to avoid blurring when you turn your head. These are both hardware feature of supported phones.
Sustained performance and frame reprojection. Daydream and GearVR have special OS modes that reduce the phone CPU and GPU use to a level that will work indefinitely. Cardboard runs fast as it can for a minute or five, then performance craters. Daydream and GearVR also have ways to reproject a previous frame if a frame won’t be ready by display time, which covers over frame drops that would be disconcerting in Cardboard.
High-quality automatic lens distortion correction. Cardboard has a QR code method to allow the viewer physical setup to be understood by the phone for proper lens predistortion, but almost no cheap viewers include a good code. You can make your own or find one online that works better, but it’s a poor experience out of the box.
And by offering all of the above, Daydream and GearVR have much better quality applications than Cardboard. GearVR’s library is much larger, but both have Netflix, which doesn’t exist for Cardboard.
If your phone supports Daydream or GearVR, it is probably worth picking up a compatible viewer on sale. Otherwise, consider Oculus Go for portable media viewing and light gaming.
Cardboard is fine for watching movies you’ve downloaded or local SMB streaming, IF you get a decent viewer, set up a good QR code, have a decent SoC that can decode 4K60, and have a QHD screen. And there are a few nice Cardboard apps out there — QVR (Quake 1 engine), Xash3D VR (Half life 1 engine), Hardcode, Cardboard Camera (make and view stereo panoramas), Street View (see photospheres from around the world), Google Spotlight Stories (short VR movies), VRTV (media player), etc. But Daydream or GearVR do a lot more with less frustration.
Edited to add some links
If you follow instructions above it will bring up the cursor. By the way I got Quake VR for Android. So awesome! https://play.google.com/store/apps/details?id=com.drbeef.qvr
>"Anyway, what are some of the best mods for Quake?"
If you haven't yet, I recommend checking out the three mission packs: Scourge of Armagon, Dissolution of Eternity and Abyss of Pandemonium. In my opinion Scourge is the best of the three.
Outside of that, my all time favorite mods for Quake are AirQuake, Quakerally, TargetQuake and Zerstorer.
Airquake turns Quake into an airplane combat game. Quake Rally turns it into a combat racing game, sort of like Quake meets Mario Kart or Sega Rally plus weapons. Target Quake turns the game into a side scroller, and Zerstorer is just the best single player episode I know of with really sick level design, scripted cinematics, some new textures, sounds, guns, etc.
Lastly, there's been a port of Quake to mobile VR. You will need an Android smartphone and some sort of VR headset it slides into, plus a bluetooth gamepad in order to play it, but I strongly recommend it. With some of the nicer, pricier headsets it is really amazing. I'm in the process of a Nightmare mode playthrough of this version right now and it's putting some new hair on my chest.
It'd be great if we started thinking in terms of pixels per degree. Vive, Rift, and QHD phones in a VR viewer are very very roughly around a dozen PPD. I made a chart with some rough calculations! And yeah, a 4K per eye HMD is roughly like using a Dell 20", except more like being surrounded by Dell 20"s.
There's more to life than resolution though. Current Vive and Rift owners are having a great time. Positional tracking, motion controls, and an immersive FOV are literal game changers.
Also, look at the megapixels needed for a 4K per eye HMD. It's going to be a long, long while and will probably require foveated rendering and a transport layer that supports foveated rendering as well. Oculus just committed to no CV2 before March 2019 and that'll quite possibly be 2K per eye.
I recommend "spoiling your image of VR", because then you can enjoy the progress being made instead of waiting for years and then still being a little disappointed. But unless you have money to burn, I suggest doing it on the cheap.
If you have a decent Android phone you can play Quake (stop as soon as you start to feel ill though!). Any phone with a gyro can do video streaming from a gaming PC with TrinusVR. Any phone with a gyro can take and view stereoscopic panoramas that are fun to share with friends! Watching videos is also doable, in DVD quality! (Technically you can go 720p but that'll be overshooting even a QHD display some.)
There's also QVR. Quake 1 in VR. It's pretty fun. https://play.google.com/store/apps/details?id=com.drbeef.qvr&hl=en
QVR - Virtual Reality Quake 1 that works great with a gamepad.
~~Shameless plug: Quake~~
And I just remembered you have an iphone 6, so it's not an option for you.. sorry :(