github jplakon/CallOfDuty4_VR v0.10.0-beta.16
KisakCOD VR v0.10.0-beta.16

latest releases: v0.10.0-beta.18, v0.10.0-beta.17
pre-release13 days ago

Beta.16 is the cumulative V105-V116 update over v0.10.0-beta.15.

What changed

  • Dog ground orientation (#46): fixes the reversed ground roll/height outputs, restores signed shortest-arc angle differences, and corrects pitch/roll quaternion encoding. Distant dogs no longer flip, rise, sink, or clip while approaching; the completed V116 fix passed a Quest 3 / VDXR test in All Ghillied Up. The shared ground-output correction also applies to planted actor corpses, which were not separately hardware-tested.
  • Scripted flashes and shellshock (#48): captures saved-screen feedback after the final packed view and samples each eye's own region, targeting the brief yellow/pink NPC and vehicle frames reported during those effects.
  • Ultimatum sky streaks (#49): keeps eye-local film/color grading while skipping packed-unsafe whole-target glow, depth-of-field, and blur passes. Desktop rendering is unchanged.
  • Weapon-related FPS collapse (#64): removes the retired weapon-slot-7 Javelin logging flood from normal verbose diagnostics. It is now available only through the hidden KISAK_VR_LEGACY_JAVELIN_TRACE=1 developer flag.
  • Mission-start crouch (#65): stance controls must return to neutral after loading or menu ownership before they can emit a new crouch/prone action.
  • OpenVR Performance layout (#66): correctly treats 4768x2016 as two 1872x2016 gameplay eyes plus the 1024-pixel physical-scope panel. Setup & Compatibility also rejects stale OpenVR paths that lack the expected bin\vrclient.dll used by the bundled loader.
  • Stationary tank tracks (#67): single-player vehicles now use the interpolated server-owned material phase, so stopped tracks stay still while moving tracks remain smooth. Reporter confirmed.
  • Calibrated two-hand aiming (#61): replaces the absolute controller-to-controller override with relative steering anchored to the visible calibrated weapon pose. This fixes the original attach/release snap and both-hands double rotation; the reporter confirmed the original defect is fixed.
  • OpenVR floating glove (#76): uses SteamVR's openxr_handmodel component when available and otherwise applies the existing grip-frame anatomical fallback without mislabeling a raw/grip pose as a palm pose. Controller-local hand-fit offsets are preserved.
  • Smaller HUD layouts (#75): lowers all HUD group-scale and safe-area floors from 0.50 to 0.25, with finite out-of-range values clamped to the nearest supported value. Values 0.30 and 0.25, persistence across relaunch, and both-eye usability passed Quest 3 / VDXR testing.
  • Safer OpenVR controls (#74): joystick contact no longer aliases an independent thumbrest touch. Adds an OpenVR-safe preset, guards the off-hand trigger/stick action selector, moves weapon cycling away from the menu button, and warns about unavailable or aliased bindings.
  • Release hardening: all single-player, multiplayer, dedicated-server, Configurator, Input Mapper, and test targets now build cleanly; the OpenVR preflight and Performance preset routes agree on the same packed layout.

Validation

  • Quest 3 + Virtual Desktop / VDXR: coherent stereo, head rotation and translation, both controllers, movement, snap turn, firing, sprint, ADS, and two-hand aiming passed.
  • Focused headset checks passed for the completed dog fix (#46) and the 0.30 / exact 0.25 HUD profiles (#75), including relaunch persistence and two-eye UI visibility.
  • The original two-hand snap (#61) and stopped-tank-track fix (#67) have reporter hardware confirmation.
  • All six Win32 Release targets built successfully; all 142 Configurator/settings tests and all seven installer-builder tests passed.
  • A clean OpenXR Simulator UI/exit run showed coherent stereo menus and quit confirmation, no missing or anomalous projection submissions, and a normal exit without a crash report or dump. This was a desktop simulator check, not a gameplay or physical-headset test.

Still awaiting confirmation

  • The original reporter/runtime combinations for #48, #49, #64, #65, #66, #74, and #76 still need hardware confirmation.
  • #46 passed focused Quest 3 / VDXR testing; confirmation on the original reporter's setup is still welcome.
  • #75 passed on Quest 3 / VDXR; Apple Vision Pro / ALVR confirmation is still pending.
  • #61's smaller off-center roll/pivot feel and magazine-hand alignment concerns remain under investigation.
  • The OpenVR fallback passed build and configuration checks but was not physically tested on this release machine because SteamVR was unavailable.
  • Death From Above is not supported in VR and must be skipped; War Pig is the next playable mission.

Install

This project requires Windows 10/11, a PC VR headset with motion controllers, an active OpenXR runtime or SteamVR for the compatibility backend, and a legitimate installation of the original 2007 Windows release of Call of Duty 4: Modern Warfare. The remastered game is not a substitute. No game assets are included.

The Windows Setup executable is recommended. The portable ZIP is provided for manual installation. The installer is currently unsigned, so verify it using the accompanying SHA-256 file if Windows displays a warning.

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