Classic / Modern asset mixing
- Added an isolated
modelsets\modernoverlay that never overwrites Classic
game files. - Added independent Classic/Modern selection for World / Buildings,
Vegetation / Palms, Vehicles, Pedestrians, and Weapons. - Missing Modern entries safely fall back to the legal Classic installation.
- Every category change is saved and applied after a full restart.
- Added an exact generated vegetation manifest and separate Classic/Modern
weapon and vehicle calibration defaults. - Retained support for large IMG archives, appended entries, large texture
sets, high material counts, and replacement handling data. - Added a local builder and documented recipe. It consumes a player's legal
game and separately downloaded packs; the generated overlay must not be
redistributed.
Vegetation / Palms now defaults to Classic, including in the recommended
Modern preset. Profiling identified the tested HD palms as the dominant
open-world GPU geometry cost. Modern vegetation remains available as an opt-in.
Existing vr_settings.ini choices are preserved, so earlier testers should
verify this row manually.
Traffic
- Added a sector-aware high-density traffic director.
- Added independent pedestrian and ambient-vehicle density from 50% to 300%,
with fresh defaults of 135%. - Added road-demand balancing, distant proxies, and visibility grace periods.
- Separated ambient, pursuit, parked, stalled, wrecked, and mission accounting.
- Added pool reserves and generation guards for mission actors, police,
passengers, combat entities, and recycled slots.
Weapons, hands, support grips, and holsters
- RIGHT is the canonical aim/support profile; LEFT is derived as a
deterministic mirror while model placement remains adjustable per hand. - Reworked support grips into a stable model-bound frame, so moving a weapon no
longer makes the secondary hand flicker or detach. - Added magazine/foregrip and support-from-below styles plus X/Y/Z wrist
rotation and release calibration baselines. - Corrected anatomical orientation, thumb direction, reflected-model culling,
and long-gun/support-hand mirroring. - Weapon, muzzle, laser, and both hands now share one stable two-hand brace.
- Added Aim Aligned calibration and accelerated long-hold editing.
- RPG fire is routed to L2 when held in the right hand and R2 when held in the
left, using the opposite free/support controller while suppressing conflicts
with another held gun or detonator. - Tracked hands and weapons render after temporal reconstruction, reducing
DLAA/FSR 2 history lag on controller-driven foreground objects. - Holsters continuously follow HMD yaw and physical room-scale movement.
- Fixed holstered weapons jumping forward while the player steps backward.
- Grip Lock still blocks accidental drops but permits release into a nearby
assigned holster.
Immersive vehicles
- Reworked symmetric one-handed car and motorcycle steering.
- Added limit anti-windup so movement away from full lock responds immediately.
- Motorcycle steering uses a frozen tracking reference, preventing bike lean
and animated handlebars from feeding back into the solver. - Physical bike throttle uses an absolute wrist reference; returning to neutral
releases both throttle and engine-rev audio. - Prevented accidental one-handed wheelie/stand gestures.
- Added expanded category/per-model seat, steering, wheel, and per-hand handle
calibration for Classic and Modern assets. - Added optional calibration markers, virtual car wheel animation, and smoother
camera yaw while entering or leaving vehicles.
Rendering and performance
- Added experimental binocular building occlusion: a static building is
rejected only when both tracked eyes report it hidden. - Added a live persistent Graphics > Occlusion Culling switch.
- Added GPU-stage timings and submitted-entity/streaming counters to explicit
captures while removing detailed profiler overhead from normal gameplay. - Removed noisy per-frame Streamline/audio performance logging.
- Reduced reflection refresh work, removed an OpenAL stream busy wait, and
avoided redundant steady-state volume/pan updates. - Corrected glass depth behavior, capped frame-rate-independent helicopter dust,
and stabilized the moon in world space.
Stability and compatibility
- VR-owned weapon, holster, hand, and texture references are released before
TXD/model teardown, fixing the exit assertion. - In-process restart clears stale tracked-weapon and interaction state.
- Added safe world-list iteration, sector-index clamps, ped-pool spawn guards,
HD vehicle material bounds, and safe invalid-handling rejection. - Exempted cutscene objects from inappropriate tracked-eye culling and expanded
VR pools for heavy scenes.