GoldenEye VR v0.4.10
Smoother movement along walls and curbs, fewer render stalls, shared co-op
mission gadgets and a fix for a Bunker 2 crash.
Bring your own game. This APK contains no GoldenEye or Perfect Dark game
data. You need a legally obtained ROM of the USA GoldenEye 007 cartridge you
own. Installing over an earlier release keeps your ROM and settings.
Smoother movement at walls and curbs
- Wall contact. Touching a wall or curb no longer resets movement
smoothing. The collision correction applies immediately, and the camera no
longer bounces when you push into geometry. - Rounded curbs. Sliding along curbs (such as Dam's start) no longer
sticks: a rejected slide is retried with 0.1 mm of clearance, still subject
to the full collision test. - Interruptions. Movement smoothing recovers cleanly after a short session
or refresh-rate interruption. - 120 Hz timing. Nanosecond rounding could select a 25 ms smoothing delay
at 120 Hz; the intended 16.7 ms delay now holds.
Fewer render stalls
- Ammo panel. Its crop no longer reads pixels back synchronously, which
cost 5–6 ms on hitch frames. It now uses fenced asynchronous transfers. - Fewer draw calls. Room boundaries no longer split ordinary geometry into
separate draw calls, and batches hold more triangles. That is about 8% fewer
draw calls in Dam. - Vertex buffer. If a GPU fence ever times out or fails, the vertex buffer
now waits for the GPU instead of overwriting data it may still be reading. - Measured on Quest 3 (Dam). 90 Hz holds its frame budget. At 120 Hz,
heavy views (wide vistas, turning) can still exceed it on game-tick frames.
Draw-call count drives this, not the GPU or the HD texture pack. Full
report: VR render stalls.
Co-op mission gadgets, tank and mines — PR #131
- Shared mission gadgets. The Facility door decoder, data thief, bomb
defuser, watch magnets, the DAT tape and the other shared gadgets now go to
every player in co-op (#128, #129). Guns stay with whoever picked them up;
keys and documents stay with the player who uses the keyed door. - Gadget use by any player. Mission scripts run as the nearest living
player, so a client standing with Dr Doak is the one the script sees, and a
client can open a door with a gadget. - Tank. On Runway and Streets the tank stays solid for the player riding
it while teammates move. Leaving the deck makes the hull solid again. - Mines. A held mine stays out of the world and keeps the solo fuse.
Surface 2's helicopter objective no longer fails when a teammate's remote
mine settles (#130).
Crash fix — PR #127
- Characters keep a hit list after the cartridge's 600-entry pool is used up.
Firing on solo Bunker 2 with many retained bodies (report ee07735d) crashed
when a living character had no list.
For developers
- An opt-in profiler records nested CPU timings, GPU eye passes and XR runtime
performance counters into bounded traces. It is off in normal play. - The new
benchmarkGradle build type and thetools/perf/scripts run and
analyze unattended Quest benchmarks. That build type is never shipped.
Validation
- The user tested the release build on Quest at 120 Hz with the HD pack on and
reported it smooth. The user also tested the combined build with co-op. - Unattended Quest 3 runs measured 120 and 90 Hz baselines, a paired draw-call
comparison, HD pack on vs off, and the combined build. - All native regression suites passed, as did 20 Android unit tests and
release, debug and benchmark builds. Tests were not rerun for the version
bump itself.
Installation
Use Update in the headset launcher when v0.4.10 appears, or install
GoldenEye-VR-v0.4.10.apk over your current version with SideQuest or ADB. It
uses the existing release signing key. See the
install guide.
Android version: 0.4.10; versionCode: 63; network protocol: 18 (unchanged;
the new co-op messages are additive and older builds ignore them).
Build: c43e159. APK SHA-256: e61578d7d3be7cf542b5f1a93ce2f1d6a16ab5432670665d86890b22f91b7717.