Based on Quakespasm. This enables support for the Oculus Rift for idsoftware's original Quake. You need the Oculus SDK and SDL to compile this.
More info: http://phoboslab.org/log/2013/07/quake-for-oculus-rift
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.
r_oculusrift_supersample– Supersampling. Default 2.r_oculusrift_prediction– Prediction time in milliseconds. Default 40.r_oculusrift_driftcorrect– Use magnetic drift correction. Default 1.r_oculusrift_crosshair– 0: disabled, 1: point, 2: laser sightr_oculusrift_chromabr– Use chromatic aberration compensation. Default 0.r_oculusrift_aimmode– 1: Head Aiming, 2: Head Aiming + mouse pitch, 3: Mouse aiming, 4: Mouse aiming + mouse pitch. Default 1.