github DR-89/crisis-zone-vr v0.1.7
Crisis Zone VR v0.1.7 - Graphics options and launcher icons

3 hours ago

Crisis Zone VR v0.1.7

New since v0.1.4: resolution presets, optional texture filtering, and Quest launcher artwork for the standalone Quest and Windows OpenXR/desktop ports.

Changes and controls

  • Open options with the left menu button. Use left stick up/down to reach GRAPHICS.
  • Select Default, 1280 x 1344, 1680 x 1760, 2550 x 2640, 2940 x 3080, or 3360 x 3520 pixels per eye with right stick left/right. Left stick click restores Default.
  • Resolution saves automatically and applies after fully closing and restarting the app. The menu shows the active size separately from the saved selection. Default preserves the previous resolution; unsupported presets fall back to Default.
  • Texture filtering defaults to ON, including older settings files. While paused, squeeze and release the physical left grip to toggle ON/OFF immediately. The setting is saved. Gameplay grip/cover controls are unchanged.
  • Filtering smooths world textures while preserving HUD/text sampling. It does not add mipmaps or eliminate all distance shimmer.
  • Android icons, adaptive icons and launcher banners replace missing/black artwork in launchers such as QGO.
  • Windows keyboard: Tab changes the options page; Left/Right selects resolution on Graphics, Home restores Default, and F toggles filtering.

Downloads

  • CrisisZoneVR-v0.1.7-quest3.apk: sideload onto Quest with adb install -r. Android version code 8.
  • CrisisZoneVR-v0.1.7-windows-x64.zip: extract the entire archive. Connect an OpenXR headset and run Play VR.cmd, or use Play SteamVR.cmd to select an installed SteamVR runtime. Play Desktop.cmd starts mouse/keyboard play.
  • SHA256SUMS.txt: checksums for the attached packages.

Game content, weapon models and attribution are included. Existing options and game data are retained by compatible in-place updates.

Validation and limits

Settings migration/persistence, controller navigation and held-input guards, runtime/GPU size limits, and 38 GLES menu views pass in all three ports. Production world-filtering and overlay regressions pass. The Quest APK was installed and its hash verified; startup at 1680 x 1760 and 3360 x 3520 per eye was confirmed on Quest 3.

The Windows x64 package passes clean-ZIP extraction, internal hashes, model attribution and a native desktop render test through 3,601 simulation frames, followed by normal shutdown with no CPU traps or graphics errors. This validates desktop startup/rendering, not a live PCVR headset session.

Higher resolutions require more GPU time and memory. Sustained performance for each preset and a new Windows headset playthrough remain unverified. These are experimental ports.

README and controls · Attribution

Support development: https://www.patreon.com/c/OpenSourceDevDirk

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