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@BioVRDev BioVRDev released this 29 Jul 04:52
a9467e8

BioShock Remastered VR v1.0.2

This release is about coverage. The goal was to get everyone onto the same
build regardless of which store they bought the game from and which headset
they own.

Epic Games Store is now supported

The Epic build of BioshockHD.exe is not the same binary as the Steam one.
The code sits at different addresses and the data sits at different addresses
again, by different amounts, so several features that relied on fixed
addresses were silently switched off for every Epic player.

Fixed in this release:

  • Stereo frame pacing (DeltaClamp). The frame delta function is now found
    by scanning for its own machine code instead of a hardcoded address. Epic
    players had the world advancing once per eye instead of once per eye pair,
    which was most obvious during the bathysphere descent. That descent is now
    identical on both stores.
  • Arm hiding. The identity check that refused to run on Epic has been
    replaced with checks that do not depend on the build.
  • Game config detection. The setup script and the mod now find
    Bioshock.ini in the Epic profile folders, including installs that nest it
    under "My Games". If auto detection fails, the setup script asks you for
    the folder and remembers your answer.

Steam and Epic should now behave identically apart from the reticle, see
Known Issues.

SteamVR fallback for Vive, Vive Pro and Index

BioShock Remastered is a 32 bit game, and SteamVR has never shipped a 32 bit
OpenXR runtime. On Lighthouse headsets the mod could not start VR at all and
ran flat, with xrCreateInstance FAILED (-32) in the log.

The package now includes an OpenXR to OpenVR shim that talks to SteamVR
directly. The setup script detects when the real OpenXR loader cannot work
and installs the shim automatically. This also covers the unrelated case
where a 32 bit OpenXR runtime is registered but its files are missing or
broken, which produces the same error.

Huge thanks to GingasVR, who wrote the SteamVR implementation and tested it on a Vive Pro Eye
with Index controllers. Index controller bindings are included and can be rebound in
SteamVR under Settings, Controllers, Manage Controller Bindings.

Setup and diagnostics

  • Setup.bat detects whether it is sitting in a Steam or Epic
    install and writes to the right config file. Running it from the wrong
    place, or copying a config between installs, no longer silently sends every
    write to the other store's file.
  • It records the config location back into BioshockVR.ini, so the mod finds
    it at runtime without anyone editing anything by hand.
  • It warns when the game folder is not writable, which is what used to cause
    "I have no log file" reports on Program Files installs.
  • If it cannot find a folder it needs, it prompts for the path and explains
    how to copy and paste one.
  • Every log now starts with a version line, so bug reports identify the build.
  • Several failures that used to happen silently now say what went wrong and
    what to do about it.

Install

  1. Extract everything into the folder containing BioshockHD.exe.
    • Steam: steamapps\common\BioShock Remastered\Build\Final
    • Epic: Epic Games\BioshockRemastered\Build\FinalEpic
  2. Right click Setup.bat and choose Run as administrator.
  3. Put your headset on and launch the game through the storefront of your choice, but not the .exe

If you change headsets or switch OpenXR runtimes later, run
Setup.bat again so it can pick the right loader.

Performance

The default render resolution is high. If the framerate is poor, lower
ResolutionX and ResolutionY in BioshockVR.ini, run the setup script
again, and relaunch.

Known issues

  • The stock crosshair still shows on Epic. The code that disables it in
    the engine depends on an address that moved in the Epic build. Until that
    is fixed you can remove the crosshair with this Nexus mod and its "nothing"
    option: https://www.nexusmods.com/bioshock/mods/23
    Steam is unaffected.
  • The health and plasmid meters render too thin. Cosmetic, both stores,
    under investigation.
  • Possible audio desync on Epic. Reported but not yet confirmed or
    reproduced. If you hear it, please say so and include your log.
  • Vive wand bindings are minimal. Index is the tested controller.

Reporting problems

Please include:

  • BioshockVR.log from the game folder
  • openxr_shim.log as well, if that file exists
  • which store you bought the game on, and which headset you use

If the game folder is under Program Files and there is no log there, look in
%LOCALAPPDATA%\VirtualStore\ followed by the same path.

Credits

  • GingasVR for the OpenXR to OpenVR shim, the Lighthouse hardware
    testing, and the writeup that came with it.
    VOID for his massive contributions to this project
  • Everyone who sent logs. Two of the fixes in this release came directly
    from user logs that showed something the developer's own machine could not
    reproduce.