github dariulone/cyberpunk-vr-port 0.0.7

latest releases: 0.1.6, 0.1.5, 0.1.4...
3 months ago

VR rendering & reprojection

  • AER V2 (Asynchronous Edge Reprojection). per-eye reprojection pipeline
    that synthesises the second eye / intermediate frames from the game's mono
    output using NVIDIA Optical Flow (NvOF) motion vectors plus a depth-aware warp,
    driven by a single unified frame producer with late-IPD application (fixes the
    one-eye jitter). Falls back to a D3D12-compute optical-flow path when CUDA/NvOF
    is not available. (src/aer_v2/*, optical_flow_d3d12, mv_warp,
    stereo_reproject)
  • Depth capture/resolve and colour-blit passes feeding the reprojection inputs.
  • DLSS / NGX hook (ngx_hook) and DLSS matrix-hook handling.
  • Runtime FOV correction plus world-scale / IPD-scale / stereo-scale controls
  • Pose pair-locking (anti-tear) and motion prediction (pose extrapolation).
  • Mono / AER submit safety flags (cross-queue wait, depth-capture gating) so
    CP2077 no longer hangs on menus or save/load.

Full-body VR avatar (VRIK)

  • Full-body IK: upper body placed under the HMD, distributed spine, arm-length
    calibration
    , leg IK with feet on the ground.
  • Real-life squat (the avatar lowers when you physically crouch), using a
    neck-pivot height so looking down no longer triggers a false squat.
  • Camera→head offset is baked on calibration so the FPP view sits on the
    avatar's head and the body follows.
  • hands from the controllers with elbow lean, recoil smoothing, and a rigid
    body-under-camera that removes the weapon-draw torso desync.

Weapons & combat

  • Decoupled VR weapon aim ("bullet from the barrel"). The shot launches down
    the real weapon-muzzle direction instead of the camera, with an optional barrel
    crosshair dot that scales with scope zoom. (CET Weapon + plugin
    GetOrientation override)
  • VR motion melee. A real controller swing fires the game's native melee
    attack along the blade (blade segment vs. NPC body), so damage / reaction /
    stamina behave like the flat game; a fast swing reads as power/cleave. (CET
    Weapon + redscript Melee)
  • Weapon-Up. Keeps a drawn melee weapon out of the game's auto-lower /
    auto-unequip path so the katana doesn't vanish after a few seconds. (redscript
    WeaponUp)
  • No-Anims. Neutralises the visual animations that fight VR (camera/hand
    drag) while keeping gameplay systems — ADS, recoil, reload — intact. (redscript
    NoAnims)

Hand-to-holster weapon system
Reach a hand to a body zone and squeeze the right grip to equip / unequip:

  • Immersive holsters (default) — equip is chosen by the visual holster you
    reach for: over the right shoulder = primary (rifle/sniper), hip with a katana =
    melee, hip with a pistol = sidearm.

  • Simple slot mode (new toggle) — visual holsters ignored; fixed mapping:
    over-shoulder = EquipmentSlot1, right hip = EquipmentSlot2, left hip =
    EquipmentSlot3.

    (CET Holster + redscript Holster; toggle in F10 → Controller → Immersive holsters.)

VR controller bindings

  • VR controllers are merged into XInput gamepad 0, so every native CP2077
    gamepad action works out of the box.
  • Sprint by pushing the left stick fully forward (no more clicking L3);
    a partial push stays jog.
  • Crouch by pushing the right stick fully down (same bind as the R3 click).
  • Snap turn (configurable angle + pulse length) or smooth turn.
  • Locomotion direction source: Game (camera) / HMD (head) / Left hand / Right
    hand.
  • Optional HMD-only pitch (disable right-stick Y).

World map

  • World-map head-lock bridge: while the map is open the HMD stops driving the
    game camera so the map no longer swims. (CET WorldMap + redscript WorldMap)

Misc

  • F10 overlay reorganised into tabs with live, persisted settings
    (vrport.ini); quiet-by-default logging with a verbose toggle.

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