github dariulone/cyberpunk-vr-port 0.0.9
v0.0.9

latest releases: 0.1.7, 0.1.6, 0.1.5...
3 months ago

Stereo / AER / depth:

  • Restore mono-depth capture and AER stereo: dormant AER submit thread,
    per-eye toggle, late-IPD-shift stereo write.
  • Log cleanup ([AERDBG]/[DEPTHDBG]) and wait hardening (fence 1000ms,
    swapchain 200ms).
  • Keep the tested view-packet position scale explicit: posScaleView =
    50/131072 (bit-identical to the old 25/65536).
  • AER submit now defaults off.
  • SteamVR: run the mono submit on the dedicated thread (like AER) instead of
    inline on the game's Present thread, so SteamVR's xrWaitFrame / compositor
    pacing no longer stalls the game (fixes freezes / lag). VDXR and other
    runtimes keep the proven inline path (gated by UseThreadedSubmit()).

Gameplay / rig:

  • Melee: native effect hits + sound, stat guard, no idle unequip, tuned
    swing speed.
  • Camera shake: Aim_JNT swing-only freeze (rig-level shake kill, snap-safe),
    camera-shake weight kills, engine-true overlay projection.
  • Sprint: kill the sprint-dive / sprint-snap "double" at the anim-layer
    source; clean-pair XY slew limiter + one-tick lead predictor kept as
    dormant safety.
  • VRIK: snap-turn arm fixes, shared-slot registry, hot-path perf, dead-code
    purge; in-vehicle camera->head bake dropped (arms-only IK in vehicles).

Controls / HUD:

  • D-pad chord while the LEFT stick click is held, the RIGHT stick picks the D-Pad direction.
  • Holster zone margin.
  • VR HUD: "Phone" placement region relabeled "HP Bar".

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