0.2.4
New
- Physics hands (on by default; "Hand physics" in the launcher and the settings): each hand is a physical body steered to the controller. It stops at walls and tables instead of passing through them, pushes loose things and V's own body away, and its fingers lie on what they touch. Props are taken by their own shape (a bottle by its neck, a book along the knuckles, a plate pinched at its edge, a box by its corners), people by the arm or the clothes, loot is pulled out, ledges are climbed with the hands, and the fingers move a person's hair.
- Dead bodies: take one by a limb or by the clothes and it hangs from the hand at the point held and drags with its weight; two hands can hold one body, and it can be carried the game's way.
- Motorcycle steering with the bars: push one hand forward and pull the other back, and lean your body into the turn (Settings > Controls > Driving: bar lock, 40 degrees by default, and body lean). (EffinexX)
- The map while driving: the minimap is projected over the hood like a car HUD's image beyond the glass, or over the bars on a motorcycle, with the current quest under it.
- ANR FG (Apex Neural Rendering) as a fourth frame generator, in beta, for any recent NVIDIA, AMD or Intel GPU. It ships with the port.
- Trade: select several items and sell them at once; the shop's list shows the items' details. (#221)
- Mirrors: change V's appearance at a mirror from a panel of the VR menu beside the free hand, or open the game's own editor with the mirror button.
- B toggles the equipped arm cyberware from empty hands. (Louspirit)
- OpenXR and OpenXR Toolkit haptics can be chosen again, with feedback per hand and its own strength in vehicles. (satyaloka93)
- Motorcycles have their own seated camera offset (Settings > Controls > Driving, Bike Head X / Y / Z), used instead of the car's while riding.
- Finger tracking on Quest also works with the controllers in hand, and its switch applies at once.
- Camera takeovers and the sniper nest: LT, RT and the scanner reach the game, LB toggles the scanner. (EffinexX)
Changed
- Without redscript installed, the plugin compiles the scripts with redscript's released 0.5.32 (the version on its mod page) instead of a 1.0 preview.
- The hidden-area mask is no longer offered in the settings (xr_hidden_area in vrport.ini still turns it on).
- SteamVR: the frames go to the headset on a queue of their own, threaded, and frame generation keeps to the display's cycle; motion is steadier.
- The projected map is smaller and sharper, and sits a little lower over a motorcycle's bars.
- The hands on a car's wheel ride with the wheel itself.
- Handgun holsters sit lower, and their copies, shells and reach are further forward.
- Pushing the right stick down crouches once per push (holding it no longer missed the crouch); snap turns follow the stick's real travel.
- Ladder climbing with the grips follows the Hand physics switch.
- Scopes keep their own DLSS and Ray Reconstruction state, apart from the eyes', and optics render at full resolution. (satyaloka93)
- The logs stay small: periodic statistics only with DEBUG, one session a file for the Lua logs.
Performance
- Fixed foveated DLSS works (see Fixed): DLSS per eye 1.40 -> 1.18 ms in the same scene.
- Getting in and out of a vehicle no longer rebuilds the HUD layers or compiles shaders.
- Carrying things at full frame rate, and a cheaper VRIK animation lookup.
Fixed
- Fixed foveated DLSS never ran when the DLSS library was loaded far from any free memory (most systems): its hook could not be placed.
- On a game without redscript, a "REDscript requires migration" dialog could hold the game until it closed itself, and the port's scripts did not compile.
- Without the script frameworks: the Phantom Liberty breach diamond slid with every head turn, holsters could not draw, the hands-only body and the game's item tooltips did not work.
- The Regalia could not be reloaded by hand. (#220)
- The hands shook in a smooth stick turn with the hands close together.
- The weapon wheel could open as a black window.
- The VRIK hands could freeze with low Windows memory allocations. (ElvioRibeiro)
- A seated magazine could stay visible during a physical reload.
- The tracked hands stopped following in the scanner and in slow motion.
- The VR menu's vehicle list never knew when summoning was restricted.
- SteamVR: a doubled display period once in a while made the frame generator sleep 36-39 ms while sprinting.