github dubrovskiy-yevhen-stakelogic/vice-city-vr v0.5.0
v.0.5.0

latest releases: v0.5.5, v0.5.2
one month ago

Classic / Modern asset mixing

  • Added an isolated modelsets\modern overlay 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.

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