A short-lived beta built for the reporter of GitHub issue #2 (Pimax Crystal Light + Valve
Index). Windows PC VR only; the Quest build is unchanged. It carries the fixes for that report
and, so the next report needs no back-and-forth, a diagnostics block in every Feedback report.
Index controllers
- The menu opens. Index controllers have no menu button. Hold the objectives-panel button —
left B — for about half a second: the pause menu opens, and inside a menu the same hold
backs out. A tap still toggles the objectives panel. The first tutorial plate in the training
level says so when Index controllers are detected. - Tooltips name Index buttons by hand ("LEFT B"), since both Index controllers carry A and B.
Fixes from the report
- Footsteps land with the feet. Steps come from the game's own footstep keys at the moment
a foot touches the ground (the old build fired two step trains at once), the running legs cycle
at the pace the run animation was authored for, and walking is two steps a second. A footstep
from a non-finite position is no longer played at full volume. - Sun shadows no longer depend on where you look. A shadowed balcony was lit at the screen
centre and shadowed at the edge of a wide field of view; the shadow now stays where it is. - Hand calibration is symmetric. The zombie-pose calibration used to land the left hand
about 20° off the right one in roll. Recalibrate once after installing this build (stand
straight, arms forward, click the main stick).
Reporting
- Every Feedback report now carries diagnostics: the OpenXR runtime and headset, the bound
controller profile, your calibration values, the last frame-time window and the last few
hundred lines of the game log. Open the Feedback screen right after the moment you want to
report — the report also carries a save of that moment. - The build identifies itself as
0.4.1-betain the menu and in reports.