github dariulone/cyberpunk-vr-port 0.1.7
v0.1.7

9 hours ago

v0.1.7
New

  • Native VR frame generation with game motion vectors and depth, FidelityFX and NVIDIA optical-flow backends, half-rate pacing, and an in-headset performance overlay.
  • Controller shortcuts: hold L3+R3 for one second to toggle the VR overlay, or L3+left Grip for half a second to activate iconic cyberware in gameplay.
  • More Occluders (Scripted v0.3) is a separate requirement downloaded from its author's Nexus page; its file is not bundled.
  • Native VR HUD panels with per-element controls, configurable free-look cones, separate interaction/dialogue and loot panels, and head-following scanner, CCTV, Basilisk and sniper HUDs. HUDitor is no longer required or bundled.
  • Controller-operated VR settings overlay with pointing, scrolling, grip dragging, placement controls, game actions, and dedicated Framegen, HUD, driving and bindings pages.
  • Native roomscale movement and paired camera/body poses, HMD-aligned bending, anatomical shoulder reach, improved foot contact and hand tracking, and hybrid HMD/controller body rotation.
  • Gesture-driven swimming with stroke-speed-dependent propulsion and water-aware avatar posture; grip-based ladder climbing with authored hand and finger poses.
  • Third-person and external-camera stereo support, HMD-driven surveillance cameras, and camera-aimed Basilisk steering and cannon targeting.
  • Tactical belt with magazine and grenade props, physical grenade handling, male/female assets and restored startup clothing.
  • Steam Frame headset preset and native controller bindings; HP Reverb G2 uses the Pico 4 resolution ladder.
  • Tutorial player replacer support.

Fixed

  • Lamp light beams no longer follow head turns in VRCAM. MAIN fog sharing uses the native temporal reprojection path with its matching source-camera matrix instead of replacing the current-eye integration volume.
  • Frame generation accepts ray-tracing motion-vector formats. Switching RT off no longer leaves VRCAM using stale high-feature flags and collapsing to a few FPS.
  • Local lights receive MAIN's authored sky radiance before VRCAM CPU preparation. Underwater effects and warm colour grading now reach the second eye correctly.
  • Distant-background flicker, cascade shadow mismatches after range/resolution changes, and local flashlight-shadow trails. Both eyes keep native cascade draws and clears; local-shadow reuse defaults to 0.
  • Main-menu render initialization, repeated save loads, unavailable terrain buffers, retained depth/RTV resources, weapon-switch rig rebinding, and native world-UI cursor handling.
  • Story camera tracking, scene turning and VRIK suspension; moving takeover cameras, camera transitions, sniper head aiming, and the camera objective that requires finding Reed.
  • World-marker stereo projection and scaling, native subtitle size/cropping, phone and scanner panel updates, and dedicated story HUD layouts.
  • Photo Mode image dimensions and memory growth, plus save-preview screenshots. Photo readback hooks no longer interfere with the game's world-widget picker.
  • Keypad cursor speed and continued input while looking away, VR overlay reopening/scrolling, cyberware melee laser visibility and cyberware control routing.
  • Steering response and full-lock recovery, seated avatar stability, Combat reload/turn controls, swimming acceleration and duplicate pitch.
  • Launcher visibility, focus, cursor release, Unicode window title and close handling.
  • Guard against zero VRS tile dimensions on unsupported hardware, addressing the reported AMD integer divide-by-zero path. No physical AMD validation was performed here.

Changed

  • First launch merges the complete VR graphics, input, HUD and comfort preset while preserving language, audio, difficulty, telemetry, cloud saves and gallery favorites. Backups and atomic installation protect the original file.
  • Removed repeated settings replacement and the old cascade SettingsGuard. Native cascade quality controls remain available.
  • Reflex defaults to 0 and show_launcher defaults to 1; saved user overrides remain respected.
  • Reduced idle HUD, overlay, belt and Lua work, batched render-state reads, and improved resource/fence ownership. Expensive diagnostics remain opt-in.
  • Optional analog stick movement supplements the existing fixed-speed mode.
  • Single-pass renderer research remains opt-in development code, not the release stereo path.

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