Windows Vulkan (new)
- Settings → WiiCompiled → Graphics API now offers DirectX 12 or Vulkan for VR
- The Vulkan binding uses the same pacing, the same layer protocol and the same safety policy as
DirectX 12. Eyes stay on the GPU, with no copy back through the processor.
Rendering
- Render-first pacing when VR interpolation is off, on DirectX 12, Windows Vulkan and the Quest:
the frame is drawn for where your head is predicted to be, rather than one step behind. - Fixed: the immersive view could fall back to a flat, single-eye image.
- Per-pass GPU timing and per-stage OpenXR timings now appear in the logs, which makes a slow frame
report far easier to act on.
Meta Quest (app 0.3.0)
- A dedicated graphics thread. The work behind each frame now runs beside the game instead of
inside it ([video] gx_thread: on by default on the Quest, off on PC, where you can turn it on). - The graphics thread and render-first pacing above apply here too.
- Fixed: building a Retro Rewind game whose translation lacked the Retro-WFC payload produced a
game that crashed when you entered Retro Rewind online. - Fixed: a crash that could happen when the game changed the mouse cursor on Android.
Upgrading
- Quest: install the APK over the existing app. Saves, settings and game files are kept. Your
built game will show as out of date, because the runtime changed: press Build on the headset,
or use Build for Quest on your PC with 0.2.42 and import the result.