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