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@BioVRDev BioVRDev released this 28 Jul 16:20
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BioShock Remastered VR — v1.0.1

Bug-fix release. If you installed v1.0.0, the HUD panel never appeared for you
— that's fixed here
, and it's the reason to update.


Upgrading from v1.0.0

Replace dxgi.dll, BioshockVR.dll and FirstTimeSetup.bat.

Your BioshockVR.ini needs two changes. You can either drop in the new one,
or — if you've tuned any weapon grips, since those save into that file — edit
your existing copy:

HudAlphaFix=1
Anisotropy=16

HudAlphaFix=1 is the fix for the invisible HUD. Without it, nothing else in
this release will look any different.

Then run FirstTimeSetup.bat once with the game closed, as before.


Fixed

The HUD panel was invisible. v1.0.0 shipped with HudAlphaFix=0, which
disabled the alpha compositing the captured interface depends on. The panel was
being built and submitted correctly every frame with nothing visible in it, so
the HUD simply vanished with no error anywhere. Every v1.0.0 user had this.

A flat screen would appear mid-gameplay. The cutscene detector identifies
pre-rendered video by looking for frames where the world isn't being composited
— and a level-streaming pause looks identical by that test. Walking through
certain doorways would drop you onto the cinema screen for a couple of seconds.
It now also requires the frame to contain almost no geometry, which a streaming
pause doesn't satisfy.

Epic Games Store installs weren't found. FirstTimeSetup.bat now checks
%APPDATA%\Bioshock Epic HD\Bioshock\ and the Epic install directory, and when
it can't find your config it lists every location it looked in.

R3 could be bound to two things at once. With ControllerDpadModifier=2 and
JumpOnR3=1, the right stick click tried to jump and act as the D-pad
modifier. JumpOnR3 is now switched off automatically when mode 2 is selected,
and the log says so.


Added

Anisotropic filtering set to x16 by the setup script. Effectively free on any
GPU that can run this in VR, and a clear improvement on floors and long
corridors.

Manual path overrides for unusual installs — GameIniPath and GameDirPath
in the ini, both off by default and documented with full example paths.

Quest 1 / Quest 2 D-pad support. ControllerDpadModifier=2 uses right stick
click instead of the thumbrest. Those controllers have no thumbrest sensor, so
the default never worked on them. This existed in v1.0.0 but wasn't documented.

Corrected ini documentation, including two things that were actively
misleading: %APPDATA% and other environment variables are not expanded in
this file, and a line beginning with ; is ignored entirely.


Still broken

The health and EVE bars render incorrectly on the HUD panel. They come out
as thin slivers, or as full bars offset to one side, depending on HudDsvMode.
Everything else on the panel — ammo, EVE counter, subtitles, pickups — is
correct.

The cause is narrowed but not solved. The bars are correct when drawn the
ordinary way, so the capture is doing it; and they're clipped by depth or
stencil, since removing the depth-stencil changes what you see. Binding the
game's own depth-stencil doesn't fix it, which rules out the obvious
explanation.

Three settings to pick between, none right:

HudDsvMode=0    ; full bars, offset to one side
HudDsvMode=1    ; bars collapse to slivers
HudDsvMode=2    ; same as 1

If it bothers you more than a floating panel helps, HudRedirect=0 puts the
whole interface back on the game image the way it was before the panel existed.
Nothing else is affected.

Still open from v1.0.0: in-engine cutscenes track your head (pre-rendered
ones are handled), weapon idle sway, cutscene letterbox bars, and the crossbow,
grenade launcher, chemical thrower and research camera aren't grip-tuned.


Reporting a problem

Attach BioshockVR.log from next to BioshockVR.dll. The config block at the
top shows every setting the mod actually read, which answers most reports
immediately — including, as it turns out, ones I'd have taken days to find
otherwise.