Alpha 1.3
An early alpha release. The changes below build on Alpha 1.2.
Camera
- A third view, the close diorama: the diorama from half its distance, with
the same direction, head tracking and scale. The mode switch now steps from
the diorama to the close diorama, then to first person, then back; every
step resets camera turning and recentres head position, as before. Like
first person, the close diorama applies in levels; intro and world map keep
the diorama.
Lighting
- The known eye-dependent lighting mismatch is fixed. Since the first alpha a light could sit
on the left wall in the left eye and on the right wall in the right eye,
most visibly in small enclosed stages. The game's screen-space passes - the
light pre-pass, glare, depth of field and indirect light - read the camera
and the projection from the renderer's view data, which still held the
game's own symmetric projection while each eye had been drawn with its own
frustum. The VR graphic pack now hands those passes the eye's camera and
projection as well, and puts the game's own back before the game's logic
runs. Shadows are unchanged.
Start-up
- The VR layer initialises OpenXR in two phases: the runtime, the headset and
the view configuration are prepared at the first frame Cemu presents, and
the session, the swapchains and the image transport follow as soon as the
first complete stereo pair reports its size and format. Cemu rebuilding its
own swapchain at start no longer tears the OpenXR session down, and a
runtime that is not ready yet is retried instead of failing the start.
Compatibility
Unchanged: Cemu 2.6 on Windows x64 with Vulkan and an OpenXR runtime, European
base game v0, title ID 0005000010145D00, module checksum D2308838.
Read KNOWN-ISSUES.md before use.