github dariulone/cyberpunk-vr-port 0.1.6
v0.1.6

17 days ago

0.1.6

New

  • The second view builds its own frame instead of being handed the other eye's bytes: the engine's own environment-override pass is RUN for it, its composition state is lent so the pass that draws the scanner outline executes for it at all, and the finished frame is taken at the node epilogue from the engine's own acquire barrier rather than mid-chain.
  • The scanner's green tint is in the second eye. It had been credited to three different mechanisms; it is the environment pass alone, with the composition lend off and the LUT lend absent from the build.
  • Braindances are stereo. One base, one head sample and one pose label serve both eyes, the eye separation goes where the picture is actually rendered from, and the scene's own field of view arrives from the first frame instead of being learned from a lucky match 54 times out of 1801.
  • Cameras you take over are driven properly, the AV turret included -- its camera never reaches the hook this port classifies cameras at, so the lens is identified through the entity the script names and the pair is driven through the located buffer. Both eyes sit at the lens, the head composes onto its aim, and the mission that needs a different viewpoint has three sliders for it.
  • The game's own bindings work in menus and in braindances: none of the port's remaps, masks or gestures apply there, so nothing of ours can eat a button a menu needs.
  • B closes the phone, the radio port and the vehicle list with a weapon in hand. All three are overlays rather than menus, which is why they used to be impossible to close with a gun out.
  • The UI is fitted to the square VR view: the phone's contact list and messenger, the vehicle summon panel, the radio, the subtitles, the dialogue choice list and the tutorial and welcome popups are centred and scaled.
  • The loot window has its own module: the plate with the item name, the count and the take button at 0.70, and the detailed description that hung off the right edge centred above it.
  • Johnny Silverhand's replacer body carries the 62 stereo camera components and the two held-object slots, so the second eye exists and the physical reload works while playing him.
  • A physical two-handed hold and a resting hand: with a weapon out the empty hand relaxes, and bringing it to the weapon offers the support grip, with a captured hold per weapon.
  • The braindance notification plate ships as its own CET module, because the slot it needs is declared in a HUD asset the port does not ship.
  • The D3D12 debug layer's message queue is drained into the port log -- reads only, and inert unless the layer is forced on for the executable from outside the process. It is the only instrument that has ever named a fault here.

Fixed

  • Indoors, every light source stopped reaching any surface in the VR view while emissive, sky and ambient carried on: the second view was handed the other eye's near and far, and that steers the clustered light grid, so every pixel read a bin nobody had filled. It keeps its own depth range now.
  • The white second eye, the hang on ESC in a braindance and the missing braindance colour grade were one habit -- anything that was not the second eye was called "MAIN", the flat desktop window and every reflection-probe face included. Views are identified by their virtual-camera name hash now.
  • The ESC hang itself: the GPU wait waited on the last signal of every queue it had ever seen, from a table that was never pruned, so a queue the pause menu stops feeding left an unsatisfiable wait and the device was removed.
  • The second view was whitened by the exposure mirror, whose copy carries a field the two sides were measured to differ by 2880x in. It ships off.
  • Our swapchain images were returned to the runtime in a state it does not expect: 2689 debug-layer errors in a minute, now zero.
  • DEVICE_REMOVED for an invalid call: the finished-frame snapshot inherited a TYPELESS format and the blit builds its view from the source format. The snapshot is typed.
  • Two crashes inside the composition element walk, both on an element with no owner in this view; such an element now contributes no draw keys.
  • The camera classifier dropped 4.3 camera writes a second by re-validating MAIN's latch against a scene camera that is legitimately elsewhere.
  • Both eyes juddered in every braindance -- with the replay paused, and invisibly on the flat monitor -- because the two eyes were composed onto different bases.
  • Frames were submitted against a pose their pixels were never drawn from: the ring the submit path reads was still being filled by a site whose value was no longer written.
  • The stereo pair sat 32 mm apart instead of 64. Both halves of the separation were written at a component, and only one of those components reaches a picture.
  • At the AV turret the second eye stayed on the player's head with nothing but an eye separation added.
  • Closing an overlay could eject your magazine, because the button that closes it is the one the physical reload drops the magazine with.
  • The per-weapon hand-filter speeds were lost when the render half was rolled back: the file they live in was misfiled as render.
  • The trampoline's pointer filter stayed disarmed for the whole of a surveillance takeover, on a site that runs some 10 200 times a second.
  • The CET module re-resolved the same game handles every frame -- five name lookups, three scriptable systems, the blackboard defs, the player's camera component, the scene interface -- and walked every ink layer ten times a second to find one container.

Changed

  • The environment pass ships as the variant that ERASES NOTHING: it walks the same list and calls the same per-entry apply, because removing an element from a shared list on a second thread is the half with a named hazard.
  • Detour_DrawComposition is deleted rather than switched off. It served a mode that is off, so its only remaining effect was an extra call to an accessor this tree records as impure.
  • Defaults are taken from the configuration that was actually played, since an existing vrport.ini overwrites them at startup: the scanner's slots go neutral, the hand filter's rifle and shotgun speeds become 25 and 20, and the head offsets and the menu field of view are the ones this port is tested with. Seating and vehicle head offsets are deliberately not baked -- those are personal.
  • The viewpoint offset for the AV turret ships tuned and keyed by what was taken over, so a surveillance camera on a wall is unaffected.
  • Twenty-six log lines that repeat on ordinary paths moved behind the launcher's DEBUG box; "MAIN camera is now" alone printed 50 975 lines in one session. Install lines, their failures and the once-per-session name calibration stay visible, because a hook that failed must not look like one that worked.
  • Three probes whose questions are answered are deleted: the vehicle-camera write census, the indirect-argument probe and the grading test lever.
  • The package enumerates the archive folder instead of naming three files, which is why one archive was in the repo, in the game, and in no tester's package.
  • The README describes what the port does now, including the B rule, and no longer carries the limitation that B cannot close the phone with a weapon drawn.

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