github mikermak/hotd2-vr v0.4-test1
v0.4-test1: life size, the black headset, PCVR guns, no wedges

pre-release5 hours ago

Test build. Fixes for the most reported problems. Tested on a Quest 3; PCVR still needs your reports. Problems or ideas: the issues are open now.

Fixed

  • Quest: sound but a black headset. The picture only came when the headset knew where it is in the room, so a Quest with no space set up (room scale greyed out) stayed black. It now shows as soon as it knows where you look.

  • PCVR: no guns, laser or hands. They didn't draw in a PC's OpenGL Core Profile. Thanks to nn10n10 for the fix (#1).

  • PCVR: the world looked too small. Without the guns and hands nothing in view had a known size, and on a Valve Index just holding the controller counted as squeezing the grip, so every stick push changed the world size. If yours looks wrong, set vr.WorldScale = 0.025 (the default) in emu.cfg and adjust from there.

  • Resizing is deliberate now on every controller: squeeze the grip with the thumbstick at rest, then push it (up/down: the world, left/right: the gun).

  • Starting from passthrough gave sound but no picture (#2): the same fix.

  • The world looked like a diorama (#3): it was shown at a quarter of its size. It is life size now (the game's camera at eye height). A size you set yourself is kept; push the thumbstick up (grip held) to make the world bigger.

  • The pause label and the sight were huge, the chapter title hung through the room. 2D the game draws off its screen plane is put back at its TV size, and the screen is cut off at its edges, as a TV does.

  • Polygons tearing or flashing for a frame (a zombie's arm splitting, a wedge across the room, the floor turning into a flat colour). The game doesn't clip what comes behind its camera; those corners are now cut where a TV would, so they stay slivers at the edge instead of wedges.

New

  • A wider view: HOTD2's view is widened three times instead of two (97 degrees, about an eye of the Quest 3).
  • The laser off or on: click the right thumbstick. It stays that way. Recentering is X or the left thumbstick click.
  • vr.Msaa = 4 in emu.cfg smooths edges on the Quest. It costs frames in busy scenes; off by default.

Known

  • Now and then the picture flickers for a single frame on the Quest (#4). Not caught yet; this build has a frame recorder for it.
  • The Maze of the Kings: the free hand (the one without the staff) sits wrong. Next build.
  • Starting from passthrough: the Quest asks for a boundary first (pick Stationary). That is the headset's rule for immersive apps, not the app's.

For reports

  • PCVR logs once how the view is made (eye distance, field of view, resolution, world scale): attach flycast.log to an issue (log:LogToFile = yes in emu.cfg).

Under the hood

  • Groundwork for two players on two headsets (not in the app yet): the netplay keeps both games exactly in sync, also on a bad connection, and a Quest keeps full speed hosting one.

Updating: install the new APK over the old one with SideQuest; settings, saves and the hands stay. PCVR: unpack over the old folder (keep your emu.cfg).

No game is included: you need your own copy. Unofficial fan project, not affiliated with Sega. Source: this repository (GPL).

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