github GameOrDie007/Star-Wars-Episode-I-Racer-PCVR v1.4
v1.4 - Cockpit View

latest releases: v1.5.1, v1.5, untagged-f500fa53421b098594fc...
one month ago

Star Wars Episode I Racer PCVR — v1.4

Cockpit view

The camera button now cycles five views instead of three:

Chase → Cockpit → Engine → Bumper → Far chase → back to Chase

Cockpit puts your head where the pilot's is, so the pod's cables and cowling sit around you
and the engines pull from ahead. It's on the button you already use — no menu, nothing to
configure.

Every one of the twenty-three racers has its own seat position, set by eye in a headset one
pod at a time. They genuinely differ: the tuned heights span nearly two game units and the
front-to-back positions span almost five, so no single offset could sit correctly in all of
them. If one isn't right for you, F5 → VR names the racer you're flying and gives you
Seat up / back / right — saved against that pod alone, with a reset to the built-in value.

Follow pod roll controls how much the camera banks with the pod: 1 welds you to it, 0 keeps
the horizon level. Lower it if the rolling is uncomfortable.

Performance

Windows display scaling no longer decides your VR render resolution. If your desktop runs
at 125%, 150% or anything other than 100% — normal on 4K monitors and most laptops — earlier
versions rendered at your monitor's full physical resolution and sent that to the headset. On
a 4K screen at 150% that's 8.3 megapixels per eye instead of 3.7, for no visible gain.

Measured on the development machine, same race, twenty minutes apart:

v1.3 v1.4
frame time left over 0.25 ms 2.89 ms
frames missing the 90 Hz budget 7.3% 1.0%

Nothing to configure. If v1.3 ran worse for you than you expected, this is likely why.

Side effect: on a scaled display the desktop mirror window is now upscaled by Windows, so the
picture on your monitor is slightly softer. The image in the headset is unaffected.

Fixes

  • ~28,000 OpenGL errors per session, eliminated. With anti-aliasing off — the default — the
    renderer built its main framebuffer as a multisample surface holding a single sample, then
    asked the driver to copy from it. Every one of those copies was refused, roughly 1.7 per
    frame. Now zero.
  • 100 ms freezes from the debug logger. The OpenGL debug callback was writing to disk
    synchronously on every message; a session could spend over 24,000 blocking writes there.
  • Settings that silently never saved. Several options worked all session and were gone on
    relaunch, because the save routine's change-check had never been told about them.
  • When VR can't start, the log now says why, and names which runtimes provide the 32-bit
    OpenXR support this mod needs. A tethered Rift user spent two days on this.
  • SteamVR is confirmed working from 2.17 onward, on a Rift CV1. That's the route for any
    tethered headset — Rift, Index, Vive, WMR — which Virtual Desktop can't serve.

Install

Copy the contents of the archive into your Star Wars Episode I Racer folder, overwriting when
asked. Upgrading from v1.3 keeps your settings and your tuned seat positions.

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