0.2.2
New
- Immersive holsters: every equipped weapon hangs on V's body where you reach for it. Pistols at the right hip on the belt (or a drop-leg holster on the right thigh, or under the left arm), blades and clubs at the left hip, rifles, shotguns and other long guns over the shoulders or across the lower back, knives on the chest, the right thigh or the lower back. Reach for one and squeeze the grip: a pistol or a blade at the side is drawn out of its holster or sheath along it with the hand on it, then the real weapon takes its place with nothing jumping in the hand; a grip at the weapon's own place puts it away, and it slides back in by itself. Over the shoulder you take a weapon by its stock or pommel. Each copy looks exactly like its weapon (the same appearance the game picks). With the left-handed controls every place is turned over to the other side.
- Holsters in the VR menu's inventory: every weapon slot has a badge with a figure showing where its weapon hangs; tap it to choose the place (automatic, each place its kind can take, or not carried), and a switch hides every holstered weapon (still there to draw). The icons follow a male or female body.
- With "Valentino Holsters" (Nexus 18100) installed, its leg holster, shoulder harness with the under-arm holster and the chest knife sheath are worn round the weapons, all in black, and stay on the body while the weapon is in the hand. The port ships none of its files.
- Dual wielding: two holsters, one on each hip, for the pair - the right gun at the right hip, the left gun at the left hip, ahead of anything chosen in the menu; the other weapons move to the places left (a katana from the left hip goes over the shoulder). Each hand draws and puts back its own gun, or both at once.
- Dual wielding: a green laser dot for the left gun, beside the red one of the right.
- Hands only: a body option with V's hands alone, cut and capped at the wrists - no body, head or clothes - with the belt, the wrist screen and the holsters kept. Asked for in the lobby's first-launch setup (a new avatar page after the weapon hand) and in the settings. Cutscenes get the body back, dissolved in and out the way the game does it, and the hands draw over the weapon correctly.
- Left-handed bindings, asked for in the lobby's setup after choosing the left hand and in the settings: the same buttons and sticks as right-handed, the left stick walking with the buttons mirrored, or everything mirrored with the left stick turning (as before). The triggers and grips always follow the weapon hand.
- Sprint: a choice between the stick held forward at the stop (as before, the default) and a click of the left stick, which sprints until the stick is let go and comes back by itself after a dash or a jump.
- Finger tracking from OpenXR hand tracking (finger-tracking gloves, Valve Index controllers): each of V's fingers follows yours, and the grip can be read from a fist. Off by default. (Syncher-source)
- Full-body tracking with Vive trackers on the waist and both feet: V's legs, hips and spine follow them. Opt-in, off without trackers. (Syncher-source)
- HUD clearance, three settings off by default: the HUD stays in front of the world near walls and people, moves out of the way of your hands, and the interaction prompt sits on the object it names. (Syncher-source)
- The arm launcher always shows its aim dot while selected, following the real line of fire. (EffinexX)
- Alternate frame warping (AFW) (UNPLAYABLE, for performance test) as a launch option: one eye rendered per frame, the other made from it - by the port's own reconstruction (OSR - UNPLAYABLE, for performance test) or by PureDark's AFW plugin when present. Engine stereo stays the default.
- Backpack: select several items and drop or disassemble them at once.
- Weapon wheel: a consumable chosen on the wheel is used.
Changed
- Visual Holsters, Equipment-EX, Nova Optics and More Occluders are no longer requirements: the port does without them (More Occluders' scripted v0.3 has been reported not to compile on 2.5, which turns every redscript mod off).
- Aiming down the sights and blocking with a melee weapon (the left trigger) no longer slow V to a crawl: V runs at full running speed (3.8 m/s instead of 1.4-1.65). The scanner keeps the game's slow walk.
- Car steering: the cabin wheel follows your hands one to one with no play, turns 25 % further for full lock (162 degrees), and a freeze of the game keeps the turn.
- Every smart weapon keeps its lock-on markers on the crosshair, not only some of them. (EffinexX)
- The holstered pistol hangs higher and further forward at the belt, the right hip and the shoulders are easier to reach, and a hand only passing by no longer draws.
- On foot, VRIK hands the body to the game from Tier 3 scenes up by default (vehicles keep true cinematics).
- The hands' smoothing under frame generation is x1.25 instead of x1.5.
- GPU diagnostics for bug reports on request (CVR_GPU_DIAG: DRED, the D3D12 debug layer, a command list audit).
- The body turns after the head with a smooth follow instead of a stepped catch-up.
Performance
- Single-pass stereo: the G-buffer draws of both eyes go out as one view-instanced draw (about 2.5 ms less driver CPU a frame, summed over the render threads). The DirectX compiler is shipped beside the plugin for it.
- The tiled light pass lights both eyes in one dispatch (2.64 -> 2.33 ms of GPU).
- The engine's large streaming textures and buffers are placed into its memory blocks instead of being created one by one (about 3 ms of CPU per creation, up to 7 a frame while turning fast).
- A display cycle that shows the same game frame again no longer copies it again (about 0.8 ms of GPU per game frame on an RTX 3060).
- Less CPU in the port's Lua mods and the Lua host (cached lookups, fewer game calls and allocations, native state machine reads), in VRIK's forward kinematics and in the draw hook; AFW 64.9 -> 67.5 FPS in the same scene.
Fixed
- Under engine stereo reflections looked painted on: both eyes reflected from the stereo centre instead of from each eye. (Mike Huang)
- Random GPU crashes under path tracing: command memory was reused while the GPU still ran it.
- A drawn weapon could be invisible after being holstered and drawn again a few times.
- Weapons whose model has a single root part (Carnage, Saratoga, Kolac, Tactician, Shingen, Crusher and others) could not be carried on the body.
- Left-handed: a knife or a katana drawn into the left hand was nowhere - neither in the hand nor on the body.
- Hands only: the wrist screen's readout floated in the air below the hand; the grip showed through the fingers with a weapon out.
- Taking the pistol at the right hip bent the elbow forward into the belly.
- The Phantom Liberty breach diamond slid off its target with every head turn under engine stereo.
- The weapon wheel took Y from the game where Y picks up a body or on a ladder; without arm cyberware its cyberware cell shows the bare fists.
- Photo Mode opened by itself during slides and crouched walks (both sticks pressed together).
- Roomscale: walking straight ahead in the open did not move the body, and a turned head counted as a step.
- Ladders: V could fall off the top of a ladder after climbing it, the last rungs of some ladders could not be gripped, and the last climb did not always carry V onto the floor above.
- Lift panels did not respond to the hand.
- A new game started from the lobby crashed a few seconds after START.
- The lobby blinked under frame generation.
- A cigarette in the mouth was put out when a weapon was drawn.
- Left-handed: a cocking handle that sticks out of one side only is gripped on that side.
- With the grip read from the fingers, the controls went dead after L3 + R3, the gripped swipe opened the VR menu, and a grenade could only be taken at the moment the grip closed. (Syncher-source)
- A resting grip (Index controllers) could keep the overlay holding back every input from the game. (EffinexX)
- The Hungarian settings translations did not load.