github Aeka0/Overlord v0.8.0-beta

15 minutes ago

Beta 8

Notes

This update adds more visual customization (tracers with custom color!) and controller calibration options, refines weapon handling, and reduces repeated rendering work in the HUD, OpenXR frame pipeline, and supported sun-shadow passes.

The revised OpenXR pipeline received limited testing on Quest 3 with VirtualDesktopXR at 90 Hz and SSW Auto. Fresh campaign and headset acceptance of the complete Beta 8 Release package, including the new sun-shadow reuse path, are still pending.

For problem reports, collect diagnostics with vr_diagnose or Ctrl+Shift+F8 while the issue is visible. Attach the crash ZIP from minidumps when available. Keep optional capture probes disabled during ordinary play unless they are needed for an investigation.

Thanks to everyone testing Overlord and providing detailed feedback. Special thanks to @lesan0622, author of [MWR-VR](https://github.com/lesan0622/MWR-VR), for collaboration and shared improvements. The developer credits have been updated accordingly.

Please note that due to significant changes to the hand controller calibration feature, you may need to readjust the offset settings.

Changes

  1. Added selectable bullet tracer styles under Personalization. Native preserves the original tracer behavior; custom styles display tracers on every shot.

  2. Added Hands and weapon size under Calibration. This scales first-person hands, weapons, grips, and reload parts together while keeping tracked wrist positions fixed. Requires restarting the game.

  3. Added independent left/right controller angle adjustments. Shared and per-hand calibration values are preserved when switching modes.

  4. Added a brief haptic cue when a hand reaches a usable back-holster contact for drawing, storing, or exchanging a weapon.

  5. Refined M203 grenade and spent-case presentation, tube manipulation, and handling feedback.

  6. Corrected spent-shell ejection timing and placement for supported pump-action shotguns and the Model 1887.

  7. Corrected charging-handle and bolt-catch slap-speed evaluation on moving vehicles. Platform movement no longer changes the measured hand-swing speed.

  8. Reworked OpenXR frame scheduling so the next prediction can be prepared while the current frame completes. Queued view selection now takes both eye configurations atomically.

  9. Improved handling of temporary OpenXR swapchain image-wait timeouts, allowing retries without immediately retiring the VR session.

  10. Expanded support for valid off-axis and wide optical projections, and larger rendering/UI targets within D3D11 limits.

  11. Reduced repeated weapon-HUD processing and limited screen-overlay copying and shading to the visible canvas while preserving full-screen fades.

  12. Added guarded reuse of the left-eye main sun-shadow atlas for the verified synchronous, uncached depth-only path. Cached shadows, transparent shadows, auxiliary views, changed inputs, and intervening resource writes retain native rendering.

  13. Added frame-pipeline diagnostics and optional Sun-shadow capture in the launcher’s Debug settings for debug testing.

  14. Updated game-language selection so official languages remain selectable when automatic detection cannot confirm their files. Selecting a language does not download or install its game data.

Verification Needed

These changes are implemented, but their affected hardware and gameplay paths still need testing:

  1. OpenXR timeout recovery and wider projection compatibility. Device-specific rendering failures and longer-session stability remain unverified.

  2. Most of the current fixes offer theoretical improvements, but the actual performance gains across different devices have not yet been verified.

Known Issues - Planned for Future Updates

  1. Predator drone control rework.
  2. Terrain collision problems, including getting stuck or falling through the map.
  3. Body height tracking and further body-equipment fitting. Hands and weapon scaling does not provide full-body tracking.

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