github vittorioromeo/quakevr v1.0.1
Quake VR: Unleashed 1.0.1

3 hours ago

Quake VR: UNLEASHED 1.0.1

The first update after 1.0.0: crash fixes from the first player reports, Continue, Doom on your wrist, and a lot of polish.

New

  • Continue. The main menu's first row and a CONTINUE lectern in the hub load your newest save (manual or auto) of the campaign you are playing, showing its map and time. The hub remembers the campaign you last played.
  • Autosaves and one save folder. A level-start autosave on every map (not on Quake VR's own hub/tutorial maps). All saves live in one folder; each save remembers its campaign and Map Library package, so loading a save switches to the right campaign and mounts the right package. The Load/Save menus label each slot "campaign - map title".
  • Doom on the wrist gadget. Play Doom on the gadget's screen (or a floating panel) with its own touchscreen controls, in real time beside Quake. Freedoom is bundled; to use the real thing, drop your DOOM.WAD into quakevr/doom/wads. Open it from VR Settings > Doom on the Wrist Gadget, or press the gadget's light button 6 times quickly (one press closes it).
  • Flashlight: Always on Head. A head-mounted torch at your temple (VR Settings > Flashlight), lit from the start, switched with the trigger at it.
  • Menu on any controller. Click both sticks together to open and close the menu, whatever your controllers. VR Settings > Controls > Menu Button has other modes. Vendor profiles for Pico Neo 3 / Pico 4, Vive Cosmos, Focus 3, HP Reverb G2 and Samsung Odyssey.
  • Exit from the runtime's menu quits the game. Quitting from SteamVR's dashboard, Virtual Desktop or the Meta menu now closes Quake VR instead of leaving it running flat (Headset > Exit From Runtime Menu to change).
  • Diagnostics mode. A "Quake VR Unleashed (Diagnostics)" Start-menu shortcut collects everything for a bug report (console, GL and OpenXR logs, OpenXR validation, runtime logs, crash dumps) into quakevr/diagnostics/<date>_<time>/.
  • Crash reports. Every crash writes a report and dump to quakevr/crash/, naming the GPU, the VR runtime and the last steps.
  • Body clone while tweaking. Adjusting the flashlight, holsters, pouches, belt and similar shows a mirror copy of your body beside the menu, with the zones drawn on it.

Fixes

  • Fixed the "Loading..." crash when switching campaigns (a stale voice from spatial audio in a cleared world).
  • Fixed an AMD start-up crash (Radeon GL driver): bindless textures are now off on AMD, plus a GL safe mode that turns itself on after a start that died. The first start on AMD may sit on a black window for a while while shaders compile; it is not hung.
  • Fixed a VR start crash inside the runtime (VDXR 1.1.0, SteamVR on one PC): runtime crashes are caught, and the start falls back to the next runtime or flat play with a message.
  • Fixed guns that could only be grabbed as props (the wrong game code picked up from another folder): the game now uses its own install's code and says so in the console.
  • Fixed wrong controls on other controllers (jump on the trigger, grips doing the wrong thing): the OpenXR bindings were audited, a refused binding no longer drops a whole profile, and a bindings guard restores Quake VR's controls when another source port's gamepad bindings leak in.
  • Only Quake VR's own startup configs run at launch; an autoexec.cfg/config.cfg found only in id1 or another port's folder is skipped (the console names it).
  • Fixed respawn loading the map several times.
  • Fixed square holes in stacked blood pools.
  • Fixed knocked-down monsters that a stealth alert could leave lying on the ground for good.
  • Tutorial: the arena's railing sits on its ledge, the north ladder tops out through a gap, lesson 7's board is on a pillar, the arena halls have lamps, and lesson 1 has a menu-button tip; calibration boards mention both sticks.
  • Setup no longer leaves stray autosaves, so Continue never offers a campaign you have not played.

Improvements

  • Faster loads. Setup now prepares more caches, including the expansions and newer campaigns (Dimension/Dawn of the Machine); fewer hitches at first deaths and first map visits; faster start-up and hub returns.
  • Faster decals (about a quarter cheaper on world surfaces, same image).
  • Weapon art. Re-mapped and repainted plasma gun, super nailgun, rocket launcher, lava super nailgun, multi rocket launcher, grappling hook and Mjolnir; nailgun and thunderbolt magazine wells inset, the thunderbolt's sides symmetric; cleaner normal maps.
  • Combat feel. New defaults for judo throws (push 240, lift 120, topple 200, feet speed 30, grunt 0.75) and knockdown push 1.3.
  • The "Loading..." notice is on again.
  • Tuned defaults: the head-flashlight clip zone and belt clip, a slightly gentler wrist flick for the torch, a stronger CRT look for Doom, and a softer comfort vignette when enabled.

Known issues

  • Doom has no music yet.
  • On controllers other than Touch and Index (Vive, Reverb, Pico, Cosmos) hand poses use the grip pose as is, so guns can feel offset. Reports welcome.
  • If the game still crashes at start: run the Diagnostics shortcut and send the quakevr/diagnostics (or quakevr/crash) folder.

Updating

Run the new QuakeVR-Setup.exe over your install. Your settings and saves are kept (shipped files you edited are backed up to backups\).

Files

Build: Quake VR 1.0.1 (2026-10-11 76e28be), commit 76e28be.

File Size SHA-256
latest.json 758 bytes 99b36fbb89190873ed2438086ea15a82c70be7bf419ee33c8f29dceaaddf8915
QuakeVR.zip 205.1 MB 87b1cf7c1a7cd355781967d0132d9f0c2539572c1c129012954c91103dd3f001
QuakeVR-Setup.exe 58.7 MB b027d1e2b032833ac2a97198fe37155da9adc5d537a4bb778bad358646d418d9

HD texture pack (the installer's optional HD textures; not attached here): quakevr-hq-textures-png-2026-10-03.zip, 586.4 MB, SHA-256 0c0df0e7b19525ba3fabfd1a88cce871b4b1321a5cae0134d5ae21636116b706.

Source of ericw-tools' light.exe (GPL-3; QuakeVR.zip ships light.exe): https://github.com/vittorioromeo/quakevr/releases/download/assets-2026-10-08/ericw-tools-2.0.0-alpha11-src.zip

The installer and the game are not code-signed: Windows SmartScreen may say "Windows protected your PC" (More info > Run anyway). Check a download with Get-FileHash <file> against the table.

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