0.2.0
New
- One requirement: RED4ext 1.31.0. Cyber Engine Tweaks, ArchiveXL, TweakXL, Input Loader, Codeware and redscript are no longer needed - the plugin runs the port's Lua mods in its own host, mounts its archive and applies its manifest, applies its TweakDB records, merges its input bindings, provides the natives the scripts used Codeware for, and compiles the scripts with redscript's compiler built in. Installed frameworks keep working beside it.
- A VR lobby in the main menu: the game starts in the dark with its legal notice and logo hung in front of you (free look, mono, with their own sounds), then fades into a hall you can walk. Its holographic menu lists saves under their playthroughs with a preview of each, the game's and the port's settings as its own pages, and starts a new game in VR - life path cards, then character creation in a window 1.5 m away where the figure steps up to the part you point at. A save is an engram you put in to become that V. Items on the table can be picked up (a procedural grasp for every kind), including the Maelstrom chibi and Skippy. The lobby has its own ambience and music on the game's sliders, and a loudspeaker button to turn it off.
- No splash, start screen or loading screen in the headset at boot; loading screens hang in the dark 3 m ahead in stereo, read through their mip chain so the text stays sharp.
- First-launch setup in the headset: the weapon hand chosen on two cards, the T-pose and your height, before the lobby's menu; the body is sized from the height.
- Left-handed mode: the controllers trade roles and the prompts show the buttons pressed, the weapon is held and animated in the left hand (mirrored animations, melee too), the right hand reloads and holds the magazine mirrored, the belt carries magazines on the right hip and grenades on the left, and smoking puts the cigarette in the left hand.
- Reach: a free hand points at things in the world with a small marker, the grip takes what the game offers, and a pointed item snatched toward the body flies to the palm. A hand that already holds something takes nothing.
- Weapon wheel on a held Y, in front of the weapon hand, without the game's pause: weapon wedges, the hotkey arcs, a holster wedge, a grenade row and the cigarette.
- Reload hints: the part the hand should pull glows while rounds wait on the slide, a dry magazine glows, and a dropped one stays as an outline.
- A neck cap in the first-person body: looking down no longer looks into the chest. Slides, jumps, falls and landings draw the animation's own torso under the view.
- Water reflections are rendered per eye in engine stereo.
- Haptics for melee hits and swings in the weapon hand.
- PS VR2 Sense shortcuts, Toolkit haptics and FOV presets (contributed, PR #96).
- The view recentres by itself when the headset is put back on, and hands returning into tracking glide back instead of jumping.
- The aiming dot is drawn in both eyes of engine stereo, and its toggle is saved.
- Braindance on controllers without shoulder buttons: the left grip is LB (editor mode) and the right grip RB (layer). The VR menu does not open in a braindance.
- The launcher is redrawn: dark, with a DPI-aware layout. Up to 3500 px the resolution steps are at most 1.12 per side, so the ladders now have 188 resolutions for the 19 headsets. 49 of them need engine stereo (the default) and are not listed when it is off.
Performance
- The camera scope's render graph runs its nodes in parallel like the main view's instead of one after another: on the Grad in the megabuilding 26.2 -> 18.5 ms (38 -> 53 FPS), with the GPU busier and the same lens image.
- The Lua mods' garbage collector runs while the game thread waits for the world tick, and every binding call is cheaper.
- The submission chain and deferred present are on by default again; world touch and the optics do less work per frame on the game thread.
- Frame generation defaults to NVIDIA optical flow at half resolution with FidelityFX interpolation.
- The VR menu reacts to a click in about 10 ms instead of 80, and no longer freezes on the Lua collector.
Fixed
- A crash right after a braindance ended (engine stereo).
- The release zip stored its paths with backslashes, which unpackers that follow the zip spec turned into long file names instead of folders (issue #145).
- The braindance HUD sat higher than the scanner's centre on headsets whose lenses look further down than up.
- A ladder climb's last pull, or a hand letting go of the steering wheel, could open the VR menu at the top.
- A crash while loading a save with the tactical belt (a second attach request freed the half-loaded belt).
- Images in the VR menu dimmed every 7 seconds.
- The menu pointer moved with head turns; it now leaves the controller's wrist.
- Quest Touch shoulder buttons did not work in menus.
- Scaled or moved HUD elements were clipped at the canvas edge.
- Pump shotguns and the Grad played their cycle sounds before the hand worked the action; the revolver's crane is shut by the hand's motion; the slide could not be taken after a reach.
- Engine stereo DLSS copied back more than its scaling output.
- The window starts borderless on every launch, and the eye size is fitted to what the OpenXR runtime accepts.
Changed
- The plugin is red4ext\plugins\cyberpunkvrport\cyberpunkvrport.dll (it was CyberpunkVR_Stereo.dll), in one folder with its shaders, grips, archive, config and log. An old CyberpunkVR_Stereo.dll left in that folder is renamed to .old at the first start; when it had already started, this launch runs it and the next one runs the new plugin.
- The on-foot capsule radius is 0.25 m, and the head leans past a blocked capsule instead of being held on it.
- engine\config\platform\pc\vrcam_cpu_tweaks.ini is no longer installed; delete it when upgrading (UNINSTALL.bat removes it too).