github phunkaeg/PreyVR v0.5.0-preview
PreyVR 0.5.0 preview

pre-releaseone month ago

PreyVR 0.5.0 preview

Pre-release. This build has not had a full headset pass. The 0.4.0 preview
had; this one's new inventory path was exercised once in a headset (every
captured frame submitted, zero refusals) and everything else was verified by
build, test suite and log, not by a wearer. Treat it as better-instrumented
rather than better-proven.

Supports the Steam Prey (2017) x64 build only. The launcher checks PreyDll.dll
before loading and never patches game files.

Install

Unzip anywhere, double-click Start Prey VR.cmd. The first run asks where
Prey.exe is and writes PreyVR.json beside the launcher; edit that file to
change settings, no rebuild needed. Close the game before relaunching.

What's new since 0.4.0

You can adjust it while playing. Prey has no user console, so the mod is
driven through a file it watches. Tune Prey VR.cmd does that for you:
run it while the game is up, type a command, read the reply.

  • ui.scale (20–200) sets panel size and now persists in PreyVR.json.
  • ui.margin (30–100, default 72) is the real size ceiling: the panel is
    shrunk until it fits inside that fraction of the frustum the headset reports,
    so past the point it binds, ui.scale does nothing. Raise it for a bigger
    panel at the cost of the corners nearing the lens edge.
  • ui.guide shows or hides the control card under the menu (now off by
    default — it cost about a sixth of the panel).

Launcher fixes. Every double-click failed under Windows PowerShell 5.1
($PSScriptRoot is empty in a param default there); the launcher said "next:
inject" and didn't; running it from tools\ found no binaries. All fixed, and
the launcher now injects and enables VR itself.

Hands. Both hands are anchored at the camera centre instead of the reticle
ray origin — the right controller no longer drags the left hand.

Prey's own console. The console UI ships in the retail binary with no key
bound to it. ~ (the key below Esc) now opens it. It draws its background but
no text
— see known issues.

Separate inventory layer (experimental, off). ui.inventory 1 renders the
inventory through its own swapchain instead of the world images. Verified in
one headset run: 1766 captured, 1766 submitted, 0 refused. Side effect: the
desktop mirror loses the inventory while it's on, because the draw is
redirected out of the backbuffer. Nothing visible changes in the headset yet —
this is the foundation for a world-behind-inventory view, not the view itself.

HUD input. Fixed a duplicate reticle from stale HUD captures, and queued
menu inputs reaching gameplay after leaving a menu (the surprise weapon wheel).
move.act now reports wheel pressed=/released= counts.

Diagnostics. hud.layer reports per-movie capture counters; ui.scale
echoes what it stored plus the margin; refusals name why.

Known issues

  • The console shows no text. Background draws, glyphs don't. The likely
    cause is the retail build shipping without the engine's default font; not yet
    confirmed. r_DisplayInfo 1 is the test — text there means the font is fine.
  • No world visible behind or around the inventory; no stereo depth in the
    inventory. Both are the next steps and the plumbing for them is in this build.
  • The quick-select wheel isn't steerable by the right stick, and no controller
    button confirms a selection.
  • F11/F12 need the Prey desktop window focused. Use the grips to recenter
    and Tune Prey VR.cmd for everything else.
  • Prey renders one eye per frame; each submitted pair has one eye a frame stale.
    Performance is what it was.
  • The launcher refuses to start over another running fleet game, by design.

Verification on this build

Full test suite 39/39. Shipped PreyVR.dll SHA-256 begins 7F5727292A9E and
is byte-identical to a clean rebuild of the tagged sources.

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