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Slip & Frag 1.0.5 For Oculus Quest, Quest 2 & MacOS Available
Ladies and gentlemen, version 1.0.5 of Slip & Frag for Oculus Quest, Quest 2 and MacOS is now available!

Improvements include support for the 90Hz refresh rate setting for Quest 2, and several important memory management fixes related to the rendering of the game engine, which should make it considerably more stable and performant. Also, the limit on textures bigger than 256x256 has been removed from the engine, which now make custom mods such as the Xmas Jam 2020 actually playable!

You can get it through SideQuest ( https://sidequestvr.com/app/1607 ) or by direct download ( https://bitbucket.org/Izhido/slipnfrag/wiki/Home ).

(The Windows version will be temporarily be kept at 1.0.4 - a bug was discovered when applying the most recent changes, that prevents the Windows version from playing any game, which does not seem to affect the other platforms. Investigation of the cause of the bug is underway.)

As usual, comments are welcome!
UPDATE: 
The bug mentioned above for the Windows 10 version is now fixed. Also, as a result, emergency fixes have been applied to the other versions, which are now live as well. Enjoy! 
Nice 
What exactly is the difference between this and Quake VR. Is this project built on top of FTE? 
 
The main difference between both is, QuakeVR is what is called a PCVR application, designed to run in your PC while sending all audio/video to the VR headset through a cable. In contrast, Slip & Frag is a standalone application that rubs directly inside an Oculus device, such as the Quest line of headsets. You wouldn’t be able to play my engine in a Rift, Index, or any PCVR-exclusive headsets, but you can play QuakeVR with it.

Also, I’m not really sure what QuakeVR uses as it’s base (QSS maybe?), but I can tell you Slip & Frag is based on the original software-rendered version of Quake (the one that could be played in DOS or Windows with no accelerated graphics). I love the look of the original engine, and I made every effort to keep it that way even in VR - which means I ignored the OpenGL code present in the source code, and built a new renderer based on Vulkan, which draws polygons in hardware but still lets the software engine apply lighting and effects as it used to do back in 1996. 
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