GoldenEye VR v0.5.0
XBLA visuals (Project Bean) at 120 Hz on Quest 3, much closer to the Xbox
release's look, guards' missed shots flying past again, Wreck's blood patch as
a mod, and a fix for a Goldfinger 64 title-screen crash.
Performance: XBLA at 120 Hz
- The game now ticks before the headset frame's wait, in time it used to spend
idle, and the eye view is drawn by the same replay that draws every
in-between frame. On Quest 3 at 120 Hz on Dam with XBLA rooms, missed frames
went from about 145 to 4-8 a minute (all during full-speed turning), with no
compositor drops, and motion-to-photon latency dropped from 31.5 to about
26.5 ms. - Fewer draw calls: Dam's trees and the opaque world draw 4096 triangles at a
time, and Show stats draws its readout as one picture instead of about 270
draws a frame. - Smoother walking, turning and hand tracking: frames whose display time came
back slightly earlier than predicted no longer make locomotion and aim
steadying stutter.
Project Bean (XBLA visuals)
Ported from Dab's Mod:
- Guards and props take the room's shading, props darken when shot, pickups
fade, and the first-person gun is tinted, as GoldenEye draws them. - Dead bodies fade out; destroyed props blacken and crumple.
- Shot guards show bullet wounds on their Bean bodies.
- Windows reflect the view properly instead of one flat colour that jumped as
you moved your head. - Dam's reservoir moves at GoldenEye's own water speed, with its two-layer
ripple, instead of racing across at four times that. - GoldenEye backdrop the Xbox release removed no longer shows: the boulder
standing in the water in front of the dam in Dam's opening shot is gone. - Opening shots and cutscene cameras that stand outside the level or inside a
prop no longer show the backs of Bean rooms and props. - Glass draws once, in the translucent pass.
- The boot sequence shows the release's gold Rare logo and its line in place
of the Nintendo logo screen. - Bean HD fill (Mods, on by default): pictures Bean leaves at the
cartridge's (such as mission-select stage pictures) come from the HD + AI or
HD pack when one is installed.
Gameplay
- Guards' missed shots fly past Bond again, as in GoldenEye (#181). Since
v0.4.11 every miss stopped and sparked on Bond, so every bullet looked like a
hit while most did nothing. Damage and hit rates are unchanged. - Mods: Blood patch (by Wreck), off by default: shot guards spray the red
blood sparks Rare left in the game instead of smoke. The values from Wreck's
patch are applied at run time; your ROM is not changed. In the launcher's
Mods tab or the watch's Mods page. - Stepping off the guard tower's top edge onto its stairs no longer jerks the
camera height. - Props that are off screen can't be grabbed. A stale position had let a grip
board the Dam speedboat from the other side of the level.
Goldfinger 64
- Fixes a crash on the title screen's character cast (report da10370a): the
cast's models now fit the campaign's model capacity.
Validation
- Checked on Quest 3: 120 Hz frame timing on Dam (traces per pipeline mode),
locomotion and hand smoothness, the guard tower stairs, window reflections,
the blood patch, Bean bullet wounds, the Dam reservoir's motion, Dam's
opening shot, and the Goldfinger title cast. - Native regressions cover the early tick's locomotion and aim samples, the
skin shader's wounds and reflections, Bean room mapping, and the Goldfinger
cast tables. - Still worth play: multiplayer at 120 Hz, both scopes, pausing in and out,
and destroying the boat mid-crossing.
Update and multiplayer compatibility
Download GoldenEye-VR-v0.5.0.apk or use Update in the headset launcher.
Updating over an earlier release keeps your settings. This APK contains no
GoldenEye, XBLA or Perfect Dark game data; use your existing game files.
Android version: 0.5.0; versionCode: 80; network protocol: 21.
v0.4.16 through v0.5.0 share the same multiplayer protocol.
SHA-256 (GoldenEye-VR-v0.5.0.apk): a4bb210e24bec02a7e7383efbd55fda4dcf4f9e6812790d6098f6bffc1d304ad