github junglejuz/Batman-Arkham-Knight-VR v0.3.1
AKVR 0.3.1

2 hours ago

Camera and Batmobile update for 0.3.0.

What's new

  • Batmobile battle mode: hold the left trigger and the cannon aims where you look. Its reticle now stays in front of your eyes and moves with your head, while the rest of the HUD stays in the room.
  • Keep the view level (VR menu, VIEW, "keep the view level (decouple pitch)"): the world no longer tilts when the game camera tilts up or down. An optional extra height raises the camera a little when it looks down; it never goes below the game's own camera.
  • Third-person camera position (VR menu, VIEW, "camera position"): move the camera left / right, back / forward and up / down to taste. It follows the game camera's direction, not your head.
  • Look-down limit (VR menu, VIEW): how far the camera may look down at Batman before it stops swinging higher. 60 = no limit.
  • Tidier VR menu: VIEW is grouped into First person, Third-person camera, Batmobile, and Size and picture.

Updating from 0.3.0: run the new installer. Your VR settings are kept; the new options start off or at their defaults.

Download AKVR-ArkhamKnight.zip below, then follow the steps under Installing.

Known issues: the compass marker and the distance marker sometimes jump to a copy for a moment. With DLSS on, the bright rain inside a light beam can fade when you face it straight on. Moving the camera with the position sliders can put it inside walls.

Tested with a Meta Quest 3 through Virtual Desktop, on an NVIDIA RTX 4070 Ti. A SteamVR launcher is included and was tested with SteamVR.

Credits: the per-eye DLSS method follows the Luma Framework's Arkham Knight mod (licence included in the zip). DLSS is NVIDIA's. Built with MinHook, Dear ImGui and the OpenXR SDK.

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