github VR-Stereo-Hub/Dishonored-VR v1.0.2
Dishonored VR 1.0.2

latest releases: v1.0.4, v1.0.3
26 days ago

Image quality

  • DLAA, DLSS and AMD FSR 4 / FSR 3.1 are available in F10 (NVIDIA or AMD), off by default.
    They are anti-aliasing: the headset is limited by the GPU drawing the scene twice, so an
    upscaler smooths edges but does not add frames.
  • The HUD and objective markers are drawn after upscaling, so they stay sharp with DLSS/FSR.
  • Sharper textures at an angle, smoothed mip lines on floors, a light sharpening option, an
    experimental TAA and a supersampling option (Debug tier).
  • New Ultra quality tier in the launcher; resolution goes up to 300%.

Fixes

  • Objects and faces no longer vanish from one eye when the sword blocks them in the other
    eye: each eye now culls on its own (F10 Advanced > Display > Object culling, Per eye is the
    new default; existing settings move to it once). Known issue: an enemy can briefly show as
    a dark silhouette in that case; Object culling Off clears it at some GPU cost.
  • Per-eye culling keeps working after a save load.
  • A freeze that could stop the game from starting was fixed.
  • The game closes properly on quit, with no process left running in Steam.
  • The game no longer slows down on PCs where the shared image capture used to fail.
  • Stereo is less likely to flicker right after a load.
  • The view no longer gets stuck in a small box after dying or leaving a menu.
  • Cutscenes and conversations keep the right field of view.
  • The crossbow no longer shows a stray piece of the empty bow when shooting.
  • The F10 menu keeps its size when the resolution changes.

Hands and controls

  • Controller buttons can be remapped from F10, the ini or the command seam.
  • Hands stay attached on fast head turns.
  • The empty right hand is open like the left, including while a menu pauses the game.
  • New option to hide the arms during takedowns and assassinations while the hands still animate (F10 > Hands, off by default).
  • The sword swing animation plays only for trigger attacks, not physical swings.
  • Snap turning, off by default, in F10 and the launcher.
  • Valve Index, Bigscreen Beyond and Vive Pro 2 get controller tuning; the launcher asks which
    headset you have.

HUD and menus

  • Shops float in the world like the pause menu, 50% larger, with working stick input and no
    shrink on exit.
  • HUD pieces (hints, potions, tutorial reminders, markers) land in the right places and sizes.
  • F10 sections start collapsed and the new HUD layout is the default.

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