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v0.3.1 - Theatre and Creator Studio

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@CR4zyHoBb1T52P1Ck CR4zyHoBb1T52P1Ck released this 11 Nov 09:43

CTR VR v0.3.1 - Theatre and Creator Studio

A milestone update for filming, Photo, controller-friendly menus and content
creation. The owner accepted the final REC editor and preceding Theatre/Photo
candidate. The Windows package retains that exact tested game executable.
Earlier releases and local working installations remain available for rollback.

Final REC placement defaults update

v0.3.1 preserves the owner-accepted v0.3.0 game executable and adds the owner's
confirmed REC layout to the new-install defaults: visible, Kart-relative, with the
approved position, distance, size and orientation. The same saved REC layout is
used in both hubs and races; this is not separate per-level placement storage.
The frozen laser editor has now been owner-confirmed in both contexts.

Existing VR-Settings.ini files take precedence and are never overwritten by
these defaults. If updating, retain your preferred layout. New installations get
the approved placement automatically. To personalize it, pause > F9 > HUD / Layout

REC indicator placement > Grab REC badge / frozen preview, then Done / Save.
No driving, Photo, Theatre input mapping or native rendering code changed in this
patch. v0.3.0 remains available unchanged for rollback. The complete milestone
overview and usage instructions follow below.

Start here

  1. Extract the complete Windows ZIP into a new writable folder. Keep your old
    installation. Open CTR VR Launcher.exe and supply your own compatible raw
    NTSC-U disc BIN. No retail data, personal saves, settings or device keys are included.
  2. Choose Play in VR for Windows SteamVR/PC streaming, or Flatscreen for
    headset-free keyboard/gamepad and calibrated-wheel play. Keep a complete package;
    do not replace only the game EXE in an old installation.
  3. For VR, set the headset refresh in SteamVR before launching, then use the
    launcher's maintained Native timing profile. 90 Hz is the reference/default.
    Developer headset testing covers 80, 90 and 120 Hz; use 80/90 when more
    headroom is needed and 120 when your system sustains the heavier workload.
    Restart after changing headset Hz so the game and headset timing agree.
    144 Hz remains EXPERIMENTAL. These are supported test paths, not an all-track
    full-speed guarantee. Heavy races and Creator/OBS workloads can still slow down.
  4. In game, pause and open F9 Settings (or the mapped controller settings
    shortcut). Home links to Photo and Theatre / race takes. Point/trigger or
    touch the interactive panels; stick/D-pad/keyboard navigation remains available.
    Grip a panel's title to move/tilt it; grip + stick changes size where labelled.
    Hover explanations distinguish Photo PNGs, Theatre takes and Creator/OBS video.

Theatre: record a race, then direct it

  • After GO in a loaded race, pause > F9 > Theatre > Record take on resume.
    Resume with the controller. Red REC/timer confirms recording. Pausing seals the
    take; wait for SAVED. F7 is an optional keyboard start/stop. Alt+F11 saves a
    frozen scene. Photo, tracking loss, scene/mode changes and safety limits can end
    a take. Quit normally before opening it in the launcher Theatre library.
  • Choose Desktop director or Tracked VR viewfinder, select a completed
    scene/take, then Open selected capture. Double-click uses the same selection.
    The tracked viewer uses PC SteamVR, including Frame PC streaming; it is a
    gold viewfinder in a VR room, not immersive surrounding course geometry.
  • Free camera or player anchor; move, aim, zoom and roll. In tracked VR use head-
    directed filming or grab the handheld camera. Tools can be moved separately by
    gripping their title. Pointer buttons, timeline dragging and hover help are usable
    alongside keyboard/gamepad commands; held grips do not globally disable commands.
  • Play/pause, reverse, frame stepping, second/ten-second seeks, playback speed,
    In/Out ranges, looping, 64 bookmarks and eight saved camera shots.
    D-pad Up/Down changes camera speed, Left/Right scrubs with Tools closed;
    inside Tools it selects buttons. A records/stops, X plays/pauses, B pauses with
    Tools closed; A confirms and B backs out inside Tools. Keyboard F10 records;
    T / gamepad View hides the editor. The in-launcher Controls guide lists the
    full keyboard, gamepad and tracked Frame mappings, including rise/fall controls.
  • Export a clean silent H.264 MP4, 1280x720 landscape or 720x1280 portrait,
    up to 30 minutes within the resource limits. Select In/Out to export clips
    from different camera angles. The editor rails, gold border and laser are omitted.
    30 fps is a workload-dependent target, not a promise of 30 distinct frames.
    Clips: Videos/CTR-VR/Replay Clips; projects/bookmarks: Director Projects.

These are observed draw/texture takes, not deterministic game-state replays.
Off-camera geometry, objects and effects that were never retained may be missing.
Audio, genuine animated frozen holds and full immersive Theatre remain unfinished.
A frozen scene has no moving timeline. Unfinished .partial captures are kept out
of the completed library. Keep originals; archive/project files are not video.

Photo, freecam and the loaded kart viewer

  • Pause in a loaded hub/course and select Photo. The mode prepares a bounded frozen
    scene and textures, with orbit/free camera, head-relative movement, lock/head
    follow, exact gold-framed PNG preview, world drag/two-hand scale and visibility
    groups. The loaded kart/driver viewer reuses these tools. Unsupported states such
    as transitions can refuse capture instead of using unsafe scene data.
  • New interactive Photo/Viewer tools sit beside the image, with buttons, hover
    explanations and optional controller hover haptics. Grip the title to place/tilt;
    grip + stick sizes it. F1 / Frame right X / gamepad Start focuses or hides tools.
    In focus, either stick/arrows selects, A/Enter activates and B/Esc hides tools first.
    Outside focus B/Esc exits Photo, keeping the game paused. World grabs remain
    available away from the tools title. Photo return preserves normal input handoffs.
  • Frame Photo: right trigger PNG, right A orbit/free, right B return, right Y
    reset; left bumper lowers / right bumper raises. D-pad Left/Right selects
    filters; Down/Up changes opacity
    . Gamepad X saves, Y resets and LB/RB lowers/
    raises. In Orbit these height controls change elevation. Index filter thumbpads
    retain their vertical mappings; controller legends show the active hardware.
  • Keyboard Space/F12 PNG; [ / ] previous/next look; comma/period opacity; O Original;
    Shift+V wide/portrait. P frame/stereo, L lock/follow, Q/E height, Page Up/Down
    distance. H shows hardware help. The complete guide lists movement and lens controls.
  • Ten looks: Original, Vibrant, Warm Postcard, Cool Dusk, Black & White, Sepia,
    Noir, Soft Pastel, Night Vision and Neon Arcade
    . Opacity blends with Original;
    Original/0% bypasses grading. Existing preset IDs are preserved. New looks use the
    existing deterministic colour pass; they do not add another scene render.
    Looks apply to Photo/Viewer previews and PNGs, not live race video or Theatre MP4s.
  • Photo PNGs support wide/phone portrait at the existing quality presets. The
    image inside the gold frame is the composition reference; panels/help are omitted.
    Save location: game/Captures in the installation used. Wait for PNG completion
    before changing aspect. Viewer animation for supported loaded models remains
    experimental; a complete 3D Garage/roster selector is not being claimed.

Creator Capture and OBS

Enable the launcher's Creator capture window, choose the view, framing, quality,
rate and overlays, then save settings. Record the window titled CTR VR Capture
in OBS. The game/SteamVR mirror remains the headset view; Chase only changes the
separate recording output. OBS recording and Theatre takes are different systems.

Eye Fill/Fit reuse a headset eye. Clean Mono, Stabilized Forward and Chase offer
recording-specific cameras; Chase/Stabilized remain experimental views. Chase
has optional first-person PiP, large/small view swap, all corner snaps, free position,
size and Classic or thin Gold full-image frame. PiP reuses the available images.
Wide/phone portrait works across Creator views and Photo; Theatre has its own
independent aspect selector. Eye Fill crops and Eye Fit can show bars.

In F9 > Creator / Capture > Recording Layout / PiP, adjust output/framing and
Show settings menu in OBS. The paused custom menu and explanations can appear
in recordings; the REC placement editor uses the completed eye so its lasers/badge
are visible too. Photo and Theatre clean exports continue to exclude editor UI.
Recording HUD/status controls affect separate mono/Chase overlays; they cannot
remove HUD already baked into an eye/PiP image. HUD Layout Visibility hides the
currently selected headset widgets without discarding their individual choices.

Primary preview Off / black disables the optional desktop headset mirror while
keeping Creator output active. Keep the main game window open/focused for inputs.
This differs from OBS's own preview toggle. Extra capture and OBS work still cost
CPU/GPU time. Eye Fill/Fit are the lower-cost fallback; no full-speed recording
or arbitrary minimized Window Capture guarantee is made.

Menus, REC placement and retained controls

  • Interactive mod settings pages, clear hover explanations, cyan targeting, gold
    selection, optional short hover haptics, controller proximity touch, desktop
    mouse input on a visible main mirror, and grabbable titles. Dedicated calibration
    and raw remapping keep their guarded input ownership. Both sticks/D-...
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v0.3.0 - Theatre and Creator Studio

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@CR4zyHoBb1T52P1Ck CR4zyHoBb1T52P1Ck released this 11 Nov 09:15

CTR VR v0.3.0 - Theatre and Creator Studio

A milestone update for filming, Photo, controller-friendly menus and content
creation. The owner accepted the final REC editor and preceding Theatre/Photo
candidate. The Windows package retains that exact tested game executable.
Earlier releases and local working installations remain available for rollback.

Start here

  1. Extract the complete Windows ZIP into a new writable folder. Keep your old
    installation. Open CTR VR Launcher.exe and supply your own compatible raw
    NTSC-U disc BIN. No retail data, personal saves, settings or device keys are included.
  2. Choose Play in VR for Windows SteamVR/PC streaming, or Flatscreen for
    headset-free keyboard/gamepad and calibrated-wheel play. Keep a complete package;
    do not replace only the game EXE in an old installation.
  3. For VR, set the headset refresh in SteamVR before launching, then use the
    launcher's maintained Native timing profile. 90 Hz is the reference/default.
    Developer headset testing covers 80, 90 and 120 Hz; use 80/90 when more
    headroom is needed and 120 when your system sustains the heavier workload.
    Restart after changing headset Hz so the game and headset timing agree.
    144 Hz remains EXPERIMENTAL. These are supported test paths, not an all-track
    full-speed guarantee. Heavy races and Creator/OBS workloads can still slow down.
  4. In game, pause and open F9 Settings (or the mapped controller settings
    shortcut). Home links to Photo and Theatre / race takes. Point/trigger or
    touch the interactive panels; stick/D-pad/keyboard navigation remains available.
    Grip a panel's title to move/tilt it; grip + stick changes size where labelled.
    Hover explanations distinguish Photo PNGs, Theatre takes and Creator/OBS video.

Theatre: record a race, then direct it

  • After GO in a loaded race, pause > F9 > Theatre > Record take on resume.
    Resume with the controller. Red REC/timer confirms recording. Pausing seals the
    take; wait for SAVED. F7 is an optional keyboard start/stop. Alt+F11 saves a
    frozen scene. Photo, tracking loss, scene/mode changes and safety limits can end
    a take. Quit normally before opening it in the launcher Theatre library.
  • Choose Desktop director or Tracked VR viewfinder, select a completed
    scene/take, then Open selected capture. Double-click uses the same selection.
    The tracked viewer uses PC SteamVR, including Frame PC streaming; it is a
    gold viewfinder in a VR room, not immersive surrounding course geometry.
  • Free camera or player anchor; move, aim, zoom and roll. In tracked VR use head-
    directed filming or grab the handheld camera. Tools can be moved separately by
    gripping their title. Pointer buttons, timeline dragging and hover help are usable
    alongside keyboard/gamepad commands; held grips do not globally disable commands.
  • Play/pause, reverse, frame stepping, second/ten-second seeks, playback speed,
    In/Out ranges, looping, 64 bookmarks and eight saved camera shots.
    D-pad Up/Down changes camera speed, Left/Right scrubs with Tools closed;
    inside Tools it selects buttons. A records/stops, X plays/pauses, B pauses with
    Tools closed; A confirms and B backs out inside Tools. Keyboard F10 records;
    T / gamepad View hides the editor. The in-launcher Controls guide lists the
    full keyboard, gamepad and tracked Frame mappings, including rise/fall controls.
  • Export a clean silent H.264 MP4, 1280x720 landscape or 720x1280 portrait,
    up to 30 minutes within the resource limits. Select In/Out to export clips
    from different camera angles. The editor rails, gold border and laser are omitted.
    30 fps is a workload-dependent target, not a promise of 30 distinct frames.
    Clips: Videos/CTR-VR/Replay Clips; projects/bookmarks: Director Projects.

These are observed draw/texture takes, not deterministic game-state replays.
Off-camera geometry, objects and effects that were never retained may be missing.
Audio, genuine animated frozen holds and full immersive Theatre remain unfinished.
A frozen scene has no moving timeline. Unfinished .partial captures are kept out
of the completed library. Keep originals; archive/project files are not video.

Photo, freecam and the loaded kart viewer

  • Pause in a loaded hub/course and select Photo. The mode prepares a bounded frozen
    scene and textures, with orbit/free camera, head-relative movement, lock/head
    follow, exact gold-framed PNG preview, world drag/two-hand scale and visibility
    groups. The loaded kart/driver viewer reuses these tools. Unsupported states such
    as transitions can refuse capture instead of using unsafe scene data.
  • New interactive Photo/Viewer tools sit beside the image, with buttons, hover
    explanations and optional controller hover haptics. Grip the title to place/tilt;
    grip + stick sizes it. F1 / Frame right X / gamepad Start focuses or hides tools.
    In focus, either stick/arrows selects, A/Enter activates and B/Esc hides tools first.
    Outside focus B/Esc exits Photo, keeping the game paused. World grabs remain
    available away from the tools title. Photo return preserves normal input handoffs.
  • Frame Photo: right trigger PNG, right A orbit/free, right B return, right Y
    reset; left bumper lowers / right bumper raises. D-pad Left/Right selects
    filters; Down/Up changes opacity
    . Gamepad X saves, Y resets and LB/RB lowers/
    raises. In Orbit these height controls change elevation. Index filter thumbpads
    retain their vertical mappings; controller legends show the active hardware.
  • Keyboard Space/F12 PNG; [ / ] previous/next look; comma/period opacity; O Original;
    Shift+V wide/portrait. P frame/stereo, L lock/follow, Q/E height, Page Up/Down
    distance. H shows hardware help. The complete guide lists movement and lens controls.
  • Ten looks: Original, Vibrant, Warm Postcard, Cool Dusk, Black & White, Sepia,
    Noir, Soft Pastel, Night Vision and Neon Arcade
    . Opacity blends with Original;
    Original/0% bypasses grading. Existing preset IDs are preserved. New looks use the
    existing deterministic colour pass; they do not add another scene render.
    Looks apply to Photo/Viewer previews and PNGs, not live race video or Theatre MP4s.
  • Photo PNGs support wide/phone portrait at the existing quality presets. The
    image inside the gold frame is the composition reference; panels/help are omitted.
    Save location: game/Captures in the installation used. Wait for PNG completion
    before changing aspect. Viewer animation for supported loaded models remains
    experimental; a complete 3D Garage/roster selector is not being claimed.

Creator Capture and OBS

Enable the launcher's Creator capture window, choose the view, framing, quality,
rate and overlays, then save settings. Record the window titled CTR VR Capture
in OBS. The game/SteamVR mirror remains the headset view; Chase only changes the
separate recording output. OBS recording and Theatre takes are different systems.

Eye Fill/Fit reuse a headset eye. Clean Mono, Stabilized Forward and Chase offer
recording-specific cameras; Chase/Stabilized remain experimental views. Chase
has optional first-person PiP, large/small view swap, all corner snaps, free position,
size and Classic or thin Gold full-image frame. PiP reuses the available images.
Wide/phone portrait works across Creator views and Photo; Theatre has its own
independent aspect selector. Eye Fill crops and Eye Fit can show bars.

In F9 > Creator / Capture > Recording Layout / PiP, adjust output/framing and
Show settings menu in OBS. The paused custom menu and explanations can appear
in recordings; the REC placement editor uses the completed eye so its lasers/badge
are visible too. Photo and Theatre clean exports continue to exclude editor UI.
Recording HUD/status controls affect separate mono/Chase overlays; they cannot
remove HUD already baked into an eye/PiP image. HUD Layout Visibility hides the
currently selected headset widgets without discarding their individual choices.

Primary preview Off / black disables the optional desktop headset mirror while
keeping Creator output active. Keep the main game window open/focused for inputs.
This differs from OBS's own preview toggle. Extra capture and OBS work still cost
CPU/GPU time. Eye Fill/Fit are the lower-cost fallback; no full-speed recording
or arbitrary minimized Window Capture guarantee is made.

Menus, REC placement and retained controls

  • Interactive mod settings pages, clear hover explanations, cyan targeting, gold
    selection, optional short hover haptics, controller proximity touch, desktop
    mouse input on a visible main mirror, and grabbable titles. Dedicated calibration
    and raw remapping keep their guarded input ownership. Both sticks/D-pad and
    keyboard paths remain available where labelled.
  • HUD / Layout > REC indicator placement > Grab REC badge / frozen preview:
    point a cyan laser, hold grip or trigger to move/tilt, stick Up/Down to size,
    then Done / Save. B cancels the draft. Kart is the default anchor; Head and
    World are optional, with saved choices respected. Placement is frozen while
    editing, so looking around does not move the target. This badge indicates take
    recording, not OBS, and changing it does not arm or stop the recorder.
  • Retained Index/Frame motion control paths, thumbstick, hand-position and virtual-
    wheel steering, calibration/remaps, first/third-person cameras, comfort settings,
    original-art HUD and modular widget placement. Gamepad/keyboard and calibrated
    wheels remain available, including headset-free desktop play. Directional D-pad
    throws and mixed wheel/motion gesture attacks retain their saved options.
  • Optional physical-wheel...
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CTR VR v0.2.5 — Creator Capture & Performance Refinements + Flatscreen mode!

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@CR4zyHoBb1T52P1Ck CR4zyHoBb1T52P1Ck released this 02 Nov 20:06

CTR VR v0.2.5 — Creator Capture & Performance Refinements (Now with Flatscreen Mode!)

An incremental update that mostly focuses on improving the quality of the Creator recording mode. I attempted to optimize the ever loving hell out of the picture in picture mode and even modified the system to match the modular HUD. So... it's now a free Picture-in-Picture layout mode I guess. Enjoy that.

I also added Flatscreen play for people that either get motion sick in vr or wear glasses and/or don't like headsets. I'm trying to retain as many of the features as I can from the VR version, but for now.... I can confirm steering wheel support and gamepad support. So, share with anyone you want, hope everyone has fun exploring new ways to play!

Again, I have a bunch still in the pipeline....but I wanted to race to get out another incremental improvement for everyone as thanks for checking out the mod and showing so much enthusiasm and support.

Also! Measured rendering cleanup. Includes the Chase scenery,
refresh correction, self tested at 120 hz. The most demanding course I've found has been Cortex Castle and so far we're keeping an extremely respectable 95% gamespeed even with picture in picture mode, obs and obs preview all on. I'll keep optimizing, but most all of the other demanding courses play at 99 or 98 % if not 100% gamespeed so. I'm pretty happy with the state of those tools and the optimizations behind them. Again, I'm going to see how much further I can push this project but for now. This is good. :')

**144 Hz is still EXPERIMENTAL.
Demanding races and Creator recording can still run below full game speed.
But not by much anymore :')

Changes since v0.2.4

  • Play in VR or FLATSCREEN?! Choose the launch mode in the Play tab within the Launcher.
    Flatscreen uses native gamepad/keyboard inputs, plus the calibrated steering-wheel bridge without
    starting a headset session. Independent flat wheel options cover sensitivity, deadzone, pedal/reverse threshold
    and directional items. Existing VR calibration and HUD settings are retained.
    Flat Photo/freecam, VR customization overlays and motion-controller/gesture flatscreen play are not included yet.

  • Freely place and scale PiP. All four corner snaps plus a free position,
    10–60% requested width, launcher drag/resize diagram and numeric controls. Live
    placement has its own VR submenu and grip controls. Swap which existing view
    is large; the headset keeps its gameplay camera.

  • Optional Gold full-image frame. A thin gold border follows the inset
    source aspect, showing the complete image without added bars, cropping or
    stretching. Tall eye views shrink to fit the output. Classic 16:9 fit remains
    the default. Bars already inside the source scene cannot be removed this way.

  • Correct Chase scenery after recovery. Countdown/menu recovery can recapture
    a fresh world in the same resource generation. Chase now refreshes its static
    mesh, sky, sort bounds and camera anchor together. This fixes the observed
    stale/missing Cortex Castle scenery while preserving the current headset view.

  • Bounded render/capture refinements. Maintained native profiles reduce
    redundant HUD queries/state/uniform setup and reuse widget setup within one
    immediate eye/editor pass. Retained-world drawing avoids irrelevant native
    flat-camera work; conservative view culling retains its fail-open behavior.
    Capture cadence skips idle setup, and Chase retains bounded spare vertex
    storage rather than reallocating for every new object-count high. The original
    rendering path remains available where eligibility is unknown. These changes
    do not lower AA, skip simulation/audio or promise a fixed FPS gain.

  • More actionable diagnostics. Per-session identity/context, explicit launch
    flags, profiler sampling coverage, widget reuse, Chase fallback reasons,
    buffer growth/capacity and presentation subphases. Full reports are allowlisted
    and reviewed locally. OBS recording/preview observations remain explicit user
    declarations. Missing/conflicting evidence stays visible; nothing uploads
    automatically. Offline analysis runs outside racing rather than adding a
    live text-processing workload.

  • Source groundwork for custom tracks. Real background paired-file preload,
    selected-root opened-handle checks and mandatory completed-root checks at native
    preparation, plus owned queue/GPU/save-isolation CPU proofs. Custom tracks
    are not playable in this release.
    A supplied XDELTA still requires its exact
    original source bytes; this update does not make patches universal.

Creator recording and PiP

  1. Open Launcher > Creator. Enable Capture window, choose Chase, resolution,
    30/60 updates, FOV and recording HUD/status. Select Use Chase + PiP if the
    saved layout is inactive. Choose the large view, inset corner/free position,
    size and PiP frame style. Save creator settings before launching.

  2. Drag the diagram to move the inset; drag its bottom-right handle to resize.
    With diagram focus, arrows nudge and +/- resize; numeric controls provide exact
    placement. The diagram is framing guidance, not a live preview. It uses the
    latest local eye dimensions when available, otherwise a square guide.

  3. During VR play open F9 > Creator / Capture > Recording Layout / PiP.
    Up/Down selects a row; A/Accept or Left/Right changes choices. Move / Resize
    PiP
    contains placement/size controls and the labelled grip interaction.
    PiP Style switches Classic/Gold. Capture Reset is on the Creator parent
    page so the compact layout page keeps every row visible.

  4. In OBS choose Window Capture > CTR VR Capture. Chase changes that separate
    recording window; the game/SteamVR mirror remains the headset view. Resume
    gameplay to see the actual layout. Menus/loading, Photo and eye fallback use
    their existing paths rather than duplicating the inset.

  5. Recording HUD = Hidden and Recording input status = Hidden hide main
    mono/Chase overlays. They do not erase the headset HUD baked into an eye/PiP
    image. Use HUD Layout Visibility to hide the currently selected headset widgets
    without changing their individual choices, or disable PiP for HUD-free output.

Eye Fill/Fit copy an existing eye. Clean mono, Stabilized and Chase add one scene
render at capture cadence. PiP reuses the existing images; swapping adds copies
and a small scratch target, not another scene render. Primary desktop preview
Off / black suppresses that optional mirror while CTR VR Capture stays live;
keep the main game window open for keyboard/input focus. OBS preview is a separate
cost. Hiding/minimizing the actual capture output is not promised to preserve OBS
Window Capture on every setup. Eye Fill/Fit remain the inexpensive fallback.
Chase has no wall-collision avoidance and can use eye fallback when required
pose/body/wheel geometry is missing.

Retained controls, Photo and model tools

Index thumbstick, hand-position and one/two-handed virtual-wheel steering,
calibration, remaps, mixed wheel/gesture attacks and neutral controller handoffs
remain. Xbox/gamepad and wheel D-pad Up/Down support forward/back item throws
where enabled; saved OFF choices stay OFF. G920 calibration, braking/reverse,
steering options and native gamepad fallback are retained. Force feedback remains
experimental, optional and OFF by default, with conservative 10% initial gain and
25% cap; broad motor/feel acceptance is not established. Progressive calibrated
pedal cruising is also optional/experimental with original digital throttle
retained; boosts are not simulated by assigning velocity or clamping speed.

Paused Photo/freecam retains automatic scene/texture preparation, orbit/free
movement, live headset tracking, head-relative movement, grips to drag the world,
two-hand scale, visibility groups and bounded PNG capture. Its exact 2D viewfinder
is the composition reference; P changes preview and L changes lock/head-follow.
PNG output is game/Captures in the installation used. Space, right motion
trigger or the displayed gamepad/wheel capture button requests a screenshot.
Controls are displayed around the viewfinder and remain outside the PNG.

Photo looks retain left Index thumbpad Up/Down for opacity and right Up/Down for
next/previous look. Keyboard [ / ] selects looks, comma/period adjusts strength,
O restores Original. Gamepad Photo D-pad selects looks left/right and opacity
up/down; thumbsticks move the camera. Original/0% bypasses effects. The loaded
kart/driver/wheels viewer retains frozen fallback and experimental bounded current-
clip animation for supported models; it is not a full roster browser or automatic
stereo garage/character-selection replacement. These controls are VR Photo paths.

Refresh rates, evidence and compatibility

Set actual headset refresh before launching; save the matching profile in
Customize > Headset timing and restart after a refresh change. The in-game
FPS menu does not set headset Hz; the launcher coordinates an effective process-
local native rate and retains saved FPS/calibration. Keep Native 3D and native game
Mirror mode off. Follow the refresh guide.

  • 80 Hz: Current Native, where the headset/transport exposes80. Earlier
    developer-tested lower-load option.
  • 90 Hz: default/reference with headset at 90; Current Native also follows90.
    Keep the same profile when comparing runs.
  • 120 Hz: Current Native, with developer testing under OBS and AA. Recommended
    higher-refresh path when the chosen track/capture workload has enough headroom.
  • 144 Hz: EXPERIMENTAL. Recovery can preserve game time while visible render
    cadence remains lower;...
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CTR VR v0.2.3 — Creator Capture & Launcher Fixes

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@CR4zyHoBb1T52P1Ck CR4zyHoBb1T52P1Ck released this 29 Oct 15:19

CTR VR v0.2.4 — PiP Menu Fix

Fixes the in-headset Picture-in-Picture menu appearing unresponsive when choosing
which recording view is large. 144 Hz remains experimental. Demanding tracks
and Creator recording can still slow down at 90/120 Hz; this is not a general
frame-rate or interpolation fix.

What changed

  • PiP large-view choices are visible immediately. The old menu accepted A
    and directional input, but omitted the selected value from its label. It now
    displays CHASE LARGE / HEADSET SMALL or HEADSET LARGE / CHASE SMALL.
    Input handling and labels use the same capture-action classification.
  • A or Right opens Recording layout / PiP. The compact page explains how to
    change choices and that recording output applies after resuming gameplay.
    Existing action IDs, bindings and saved choices are retained.
  • Feedback selects newly arrived sessions on refresh. Deliberately selected
    historical sessions stay selected when the list is unchanged. Local session
    times, measured headset/native rate and a short report ID make repeated or
    incorrect exports easier to notice.
  • Better reviewed diagnostics. Bounded launch/exit context records approved
    timing, capture, HUD/input enablement and saved AA choices. Session receipts
    identify the tested source/game rather than assuming the current installation.
    Missing reports, signed exits and conflicts stay explicit. OBS recording and
    video timestamps are optional player declarations.
  • Full JSON export remains available; the GitHub button opens a compact reviewed
    draft, with manual attachment of the full report. There is no automatic upload,
    raw-log forwarding, GitHub token storage or report-to-code automation.
  • Complete source includes offline comparison/triage, recovery fixtures and
    read-only audit/provenance tools. They add no render-loop logging overhead.

Driving input ownership, wheel calibration, motion bindings, force-feedback
behavior, Photo controls/looks, saved HUD placement, capture compositing and
timing algorithms are retained. Photo/freecam, the loaded-kart viewer, Chase and
the broader supported features remain as documented in the v0.2.3 release.

Use the PiP menu

  1. Enable the CTR VR Capture window and choose Chase in Creator settings.
  2. In VR Settings, open Creator / Capture > Recording layout / PiP with A or
    Right. Up/Down selects a row; Left/Right or A changes its value.
  3. Choose a visible inset corner (Bottom left or Top left), then the large view.
    The label immediately shows the saved choice. Back returns to Creator;
    B closes settings.
  4. Resume gameplay and check the separate window titled CTR VR Capture.
    The headset and its normal mirror keep their gameplay camera. Paused/loading
    output uses the existing panel path, so it is not a live Chase-layout preview.
  5. In OBS, capture CTR VR Capture rather than the main game/SteamVR mirror.

The headset-eye image includes its HUD/status whether it is large or small.
Main recording HUD/status controls apply independently to the mono/Chase view.
Saved PNGs remain under game/Captures in the installation that created them.

Refresh rates and remaining limits

  • 90 Hz: default/reference. Use a 90 Hz headset mode for the baseline option.
    Creator recording and demanding races can still cause dips.
  • 80 Hz: owner-tested fallback with the current Native option.
  • 120 Hz: select CURRENT: Native — 80 / 90 / 120 owner-tested, set the
    headset to 120 Hz before launch, and restart the game after a refresh change.
    Effective native rate is matched at launch; the saved in-game FPS value need
    not be rewritten. Owner testing includes OBS and AA, but heavier workloads can
    still run below full game speed.
  • 72 Hz remains physically untested. 144 Hz remains EXPERIMENTAL, including
    race cadence/slowdown limitations. Native clock recovery and older interpolation
    choices are explicitly experimental/legacy; recovery is not a guarantee of
    smooth full-rate world rendering.

PiP menu operation and swapped recording output have owner confirmation. One
healthy 120 Hz Relic Challenge run does not certify the earlier AI-race workload.
Compare the same race mode, track, capture layout, OBS and AA settings before
attributing a performance change. Start/end snapshots are not continuous telemetry.
Current-clip animated viewer playback and broadly compatible controller profiles
retain their existing experimental/physical-test limits.

Install, preserve and build

Download ctr-vr-v0.2.4-windows-x86.zip and extract to a new writable folder.
Verify it against SHA256SUMS.txt, keep its binaries/manifests/bindings/defaults
together, then open CTR VR Launcher.exe. Supply your own compatible raw NTSC-U
disc BIN. The download includes no retail data, personal settings, saves, captures
or private development history.

Keep the old installation as rollback. With the game and launchers closed, back
up and selectively transfer your own memory cards/settings; keep the new package's
runtime files and manifests. Do not overwrite the old working folder or mix a
lone executable with another release's files. Existing screenshots stay in the
installation where they were taken.

The named ctr-vr-v0.2.4-source.zip asset contains the complete corresponding
native/VR/launcher sources, pinned build inputs, licenses and build instructions.
GitHub's automatic source-code ZIP/TAR contains only the public documentation
repository. Follow the complete source archive's BUILD-SOURCE.md; retail data
is not needed for building/CPU tests. Matching source is supplied; byte-for-byte
build reproducibility is not claimed.

The game executable matches the owner-tested PiP menu candidate. The launcher
promotes the displayed release identity. Validation includes 40 timing/creator
checks, 88 native checks (one optional skipped), 207 launcher checks, the
reproduced menu-label regression and package/source integrity/privacy checks.
No additional headset performance result is inferred from CPU tests.

CTR VR v0.2.3 — Creator Capture & Launcher Fixes

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@CR4zyHoBb1T52P1Ck CR4zyHoBb1T52P1Ck released this 28 Oct 15:25

CTR VR v0.2.3 — Creator Capture & Launcher Fixes

An incremental update to Chase / Picture-in-Picture recording, launcher settings
and performance diagnostics. 144 Hz remains experimental. Native90 recording
dips and demanding-track slowdowns remain under investigation.
This update
does not claim locked90/120/144 performance across all tracks or hardware.

Changes since v0.2.2

  • Swap the PiP views. Creators can choose Chase large / headset small, or
    headset large / Chase small, at either supported left-hand inset corner.
    The swap reuses the two existing images; it adds image copies and a small
    scratch texture, not another scene render. Headset rendering stays unchanged.
  • Play now applies pending Creator choices before launching. Previously a
    selected layout could remain unsaved and the game would launch its older saved
    choice. Failed saves retain the selection and prevent launch. Timing changes
    still require Save launch settings explicitly.
  • Native90 Creator capture can skip idle capture setup and reuse HUD queries
    through the existing optimized paths. These were previously restricted to
    higher-rate/recovery paths. Recording resolution, output rate and native AA
    are retained. This does not automatically enable simulation recovery.
  • Customize is grouped and labelled. Everyday camera/HUD settings and input
    controls come first. Timing choices say Current, Experimental or Legacy and
    explain their scope. Older/superseded comparisons can be revealed with a
    checkbox. Saved legacy selections remain visible and are never migrated.
    Preference pickers ignore accidental wheel scrolling. Appearance stays
    collapsed at the bottom.
  • More useful reviewed Feedback. Capture preparation, draw submission, PiP
    copying and presentation have numeric CPU counters. Presentation is split into
    context entry, image copy/flush, window swap and native-context restoration.
    These help investigate remaining dips; they are wall CPU measurements, not
    independent additive frame costs or GPU timings.
  • Experimental loaded-model animation. The loaded-kart viewer can use an
    owned, bounded copy of a supported model's current animation clip and material
    bindings. In that viewer, V plays/pauses and N restarts. Unsupported
    models keep the frozen-pose fallback. It does not run native actors or resume
    the game. Physical acceptance of animation playback is still pending. No
    roster browser or automatic stereo character-selection garage is included.

Use Chase and PiP in OBS

  1. With the game closed, open Launcher > Creator. Enable Capture window,
    select Chase camera, then choose resolution, 30/60 updates, FOV and
    recording HUD/status. Keep the same choices when comparing performance.
  2. Enable Chase picture-in-picture at Bottom left or Top left. Choose
    PiP large view: Chase large / headset small, or Headset large / Chase small.
    Off disables the inset. Save Creator settings, or press Play to apply pending
    Creator preferences. During play use VR Settings > Creator / Capture >
    Recording layout / PiP
    for live changes.
  3. In OBS select Window Capture > CTR VR Capture. The main game window and
    SteamVR mirror still show the headset view. Primary desktop mirror Capture
    rate/Dark only reduces that optional preview's copies/swaps. Keep the main
    game window open and focused for keyboard controls.
  4. Load a playable single-player hub/race. The headset keeps its driving camera.
    PiP is applied only to successful Chase world output, not Photo, menus,
    loading or eye fallback. Both images preserve aspect; bars/cropping depend
    on the saved framing choice.

Recording HUD = Hidden and Recording input status = Hidden remove those
overlays from the main Clean mono / Stabilized / Chase recording. Eye mirrors
and the headset image in PiP include the headset's visible HUD/status. Use the
headset layout visibility control or turn PiP off if that image must be HUD-free.
Hiding the layout preserves which individual widgets are selected.

Chase adds one mono scene render at capture cadence. PiP does not add another.
Chase can fall back to the eye when required pose/body/wheel geometry is missing,
and has no wall-obstruction avoidance. Captured-world visibility and sprite wheels
still limit exterior views. Eye Fill/Fit remain the inexpensive fallback. OBS and
in-game AA remain the performance target; neither is silently disabled.

Set headset refresh before launch

Close the game, set actual headset Hz in SteamVR/connection software, then choose
Launcher > Customize > Headset timing and Save launch settings. Check the
saved summary and restart after changing Hz. The native FPS picker does not set
headset refresh; do not independently select240 FPS during VR testing.

Headset mode Launcher choice Status
80 Hz Current: Native Earlier owner-tested lower-load fallback where the headset exposes80.
90 Hz Current: 90 Hz reference Preserved default and visual comparison reference. Creator recording can still cause dips.
90 Hz Current: Native Native-rate optimizations; keep this choice unchanged for an existing matched native90 test.
120 Hz Current: Native Owner-tested with OBS + AA. Heavy tracks/capture may still slow under load.
120/144 Hz Experimental: Native clock recovery Bounded native steps preserve game time when rendering falls behind; images can still repeat/reproject.
144 Hz Native or clock recovery Experimental; not accepted as locked144 race rendering. Return to120/90 when cadence is poor.
72 Hz Native Compatibility path; physical testing pending.

Legacy match-headset, fixed90, interpolation, dedicated120 and dedicated144
choices remain for saved-profile compatibility and controlled comparisons.
Native headset rate is the maintained matching path. Recovery and Native are
different timing models; do not compare them as if only headset Hz changed.

The latest short native90 diagnostic run averaged86.08 rendered/logic FPS over
about27 seconds of measured world time. Capture-idle and HUD-query optimizations
were active. Presentation accounted for most measured capture CPU time, while
PiP copying was much smaller. These overlapping menu/gameplay measurements do
not establish a single cause or a reliable comparison against longer runs.
Further physical timing work is needed; zero submit errors does not prove smooth
full-rate rendering. Include perceived music/game-speed and image changes in reports.

Retained controls, Photo and viewer features

  • Calibrated Index one/two-hand virtual-wheel steering, native gamepad/keyboard
    driving, physical-wheel steering and clutch/button reverse. Wheel + tracked
    motion gesture/button attacks retain hardware-gated mixed input. Xbox and wheel
    D-pad Up/Down directional items respect saved toggles and native item limits.
  • Custom HUD layouts and widget visibility, grip/input status and saved placement.
    Optional bounded force feedback and progressive pedal driving remain
    experimental; calibration and boost/brake/reverse paths are retained.
  • Paused Photo/freecam with orbit/free movement, headset-relative motion,
    one-grip world dragging, two-grip scale, scene visibility, exact2D PNG framing,
    locked/head-follow views, filters and strength. Index right trigger, Xbox X,
    configured wheel capture button or Space can take a photo. Photo's visible
    help lists the active controls. Pre-cache prepares/releases automatically.
  • Frozen loaded-kart viewer and existing Photo return/input handling. Experimental
    current-clip playback is separate from the accepted frozen viewer behavior.
  • Photo/capture PNGs save in game/captures within the extracted installation.
    Launcher > Creator > Open screenshots opens that folder. Photo help and
    gold viewfinder border stay outside the saved image.

Windows SteamVR/OpenVR is required. Quest/Touch, Steam Frame, Vive and other-wheel
bindings remain compatibility paths with incomplete physical validation; this is
not a standalone headset app. True stereo frontend garage/character selection,
custom tracks and multiplayer are not provided by this update.

Install, preserve and build

  1. Exit the game and launcher normally. Preserve the complete old folder for
    rollback. Extract ctr-vr-v0.2.3-windows-x86.zip into a new writable folder.
  2. Selectively copy your own game/memcards, VR-Settings.ini, UI-Settings.ini,
    Launcher-Appearance.json and, if desired, Timing-Preview.json. Import your
    own compatible NTSC-U CTR raw BIN or separately copy game/assets/ctr-u.bin.
    Keep deliberate native AA/config changes in your private backup and reapply
    them carefully; don't overwrite new binaries/defaults/bindings/manifests.
  3. Keep the new package's executables, DLLs, inputs and manifest together. Don't
    copy old GPU-preference backups or raw session folders into the new build.
    Restore the full previous installation if needed; do not migrate new settings
    backward over its saved rollback profile.

The Windows package and complete corresponding ctr-vr-v0.2.3-source.zip are
included with checksums, revision manifest, credits and licenses. GitHub's automatic
source-code archive contains only the public documentation repository; use the
named complete source ZIP to build. Byte-for-byte reproducibility is not claimed.
No retail disc, personal settings/saves, private logs or development Git history
are shipped. Executables are unsigned. See BUILD-SOURCE.md in the source archive.

The desktop build passed382 CPU/offline checks with two optional skips. Offscreen
launcher previews checked the layout without starting the game/SteamVR/OBS. These
checks do not certify headset appearance, animation playback or frame-rate gains.

Use Feedback > Preview summary, review it, then export or open a GitHub issue
draft deliberately. No automatic upload or action on commu...

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CTR VR v0.2.2 — Chase Camera & Picture-in-Picture

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@CR4zyHoBb1T52P1Ck CR4zyHoBb1T52P1Ck released this 27 Oct 19:36

CTR VR v0.2.2 — Chase Camera & Picture-in-Picture

A recording-only Chase camera with an optional first-person inset for OBS.
The project owner confirmed the working output in video. 144 Hz remains
EXPERIMENTAL.
Use90 or native120 for normal comparison; this update does not
claim to solve full144 rendering or every hardware configuration.

Start recording

  1. With the game closed, open CTR VR Launcher > Creator. Enable the capture
    window, select Chase camera — experimental, choose recording resolution,
    30/60 update rate, FOV and recording HUD/status, then Save Creator settings.
  2. For two views, set Chase picture-in-picture: headset view to Bottom left
    or Top left. Off keeps Chase alone. The paused VR Creator menu's framing
    row becomes CHASE HEADSET INSET when Chase is selected.
  3. In OBS, add Window Capture and select the window titled CTR VR Capture.
    Alt+Tab to inspect it. The main game window and SteamVR mirror still show
    your headset view.
    Primary desktop mirror Capture rate only paces that
    headset preview; it does not select the recording camera.
  4. Load a single-player hub/race. Chase supplies the main recording image. Your
    headset keeps its selected driving view and controls. The inset copies that
    headset eye: first person when you drive in first person. It does not force a
    gameplay camera change. The complete eye fits without stretching; bars may
    appear because its aspect differs from the landscape inset.

Capture and PiP default OFF; saved preferences are retained. Default
Alt+F1 cycles recording views, Alt+F2/F3 toggle recording HUD/status,
Alt+F5 resets Chase while selected and Alt+F12 saves the selected capture
as a PNG. Custom shortcut assignments remain respected. In Photo, Reset retains
its existing Photo camera behavior. Keep the main game window focused for keys.
PNGs save in game/captures; Launcher > Creator > Open screenshots opens it.

What the mode does

  • A fixed external camera sits3.2m behind and1.3m above the kart dashboard root
    (the root is0.45m above the kart), with bounded position/heading smoothing.
    Scene/level/scale changes, teleports, pause/Photo, mode changes and long or
    backward time gaps reset smoothing instead of dragging the camera across maps.
  • A private renderer restores the captured chassis/driver hidden by first-person
    body settings and retains the separate native wheel sprites. It owns its
    geometry, sorting and camera; headset and Photo buffers are not replaced.
  • Chase uses the existing one optional mono scene draw at30/60 capture cadence.
    PiP adds a colour copy and scissored border clear, not another camera render,
    new recording window or additional render target. Off performs no inset GL work.
  • The inset is roughly30% of output width. It is composited into the recording
    and its PNG before readback. Photo, menus/loading, other views and Chase eye
    fallback do not receive an inset.
  • Recording HUD/status toggles control the main mono view. The inset includes
    whatever HUD/status is visible in the headset. Hide the headset layout or turn
    PiP off when that inset must be HUD-free. Individual widget choices remain saved.

Fallbacks and performance limits

The camera has no wall collision/obstruction avoidance. Walls can cover it,
and native captured visibility can omit scenery behind the player/camera. Wheels
remain rotating sprites rather than new3D models. When the native pose or required
captured body/wheel geometry is unavailable or incomplete, recording safely falls
back to the current eye. Pause/loading/menu output uses the current native panel.
A Chase GL failure latches its own eye fallback; restart to retry. Existing mirror
and other mono recording paths remain available.

The accepted144-Hz run recorded3,301 Chase world draws and2,734 PiP composites,
with zero capture errors. It also recorded411 Chase fallback frames. The latest
reject value was zero, so the summary does not identify each earlier fallback's
cause. These are call counters, not a guarantee of uninterrupted Chase or full
headset cadence.

That run averaged about52.2 rendered world frames/s, with mean native logic
about140.1 updates/s at a144 target. All76 measured render windows were below
target. It confirms the feature's output, not stable144 performance. It was
not the planned matched90/120 comparison. OBS and in-game AA remain the performance
target; neither is silently disabled. Compare the same track, capture preset,
HUD and mirror with PiP Off/On. Eye Fill/Fit remain the inexpensive fallback.

Refresh setup and retained features

Close the game, set the actual headset refresh in SteamVR/connection software,
choose the matching launcher profile, Save launch settings, then Play. Restart
after a Hz change. The in-game FPS picker does not select headset Hz.

Headset Launcher choice Status
80Hz Optimized native:72/80/90/120/144 Owner-tested lower-load fallback; available hardware modes vary.
90Hz 90Hz baseline Preserved default and visual reference.
120Hz Native120 tested optimized path, or Optimized native Prior owner testing with OBS/AA; heavy tracks can still dip.
120/144 under load Native120/144 clock recovery Experimental speed recovery; visible cadence may remain lower. 144 remains experimental.

See the complete refresh guide.
The v0.2.1 features remain: calibrated Index one/two-handed virtual-wheel driving,
physical-wheel steering and clutch reverse, hardware-gated wheel steering plus
motion gestures/button throws, gamepad directional items, input handoffs, optional
bounded default-Off force feedback/progressive pedals, personalized HUD, Photo
free camera/grip manipulation/looks/exact PNG framing, loaded frozen-kart viewer,
launcher customization and reviewed feedback. Read the
full v0.2.1 feature catalog.
No driving bindings, ownership/recovery algorithms, Photo implementation, native
timing algorithm, AA defaults or native patch changed for Chase/PiP.

Quest/Touch, Steam Frame, Vive and other untested hardware remain compatibility
paths through Windows SteamVR/OpenVR, not standalone headset ports. Full-roster
animation, stereo frontend selection, custom tracks and multiplayer remain future
work. The old intermittent hub stall is not established globally fixed.

Install, preserve and build

Download ctr-vr-v0.2.2-windows-x86.zip, verify SHA256SUMS.txt and extract to a
new writable folder. Keep the complete package together and import your own
compatible raw NTSC-U disc BIN. No retail data or personal saves are included.
Preserve the full previous installation. With game/launcher closed, copy your own
VR-Settings.ini, UI-Settings.ini, optional Launcher-Appearance.json and game/memcards;
re-import/reuse your disc and select/save timing for the actual headset. Keep the
new binaries, manifests, bindings, defaults and config together. Old screenshots
remain in the old game/captures. Roll back by opening the complete old folder.
v0.2.1 and earlier releases remain available unchanged.

ctr-vr-v0.2.2-source.zip supplies complete matching modified native source,
bridge, launcher/tooling, pinned SDK, vendored SDL and notices. GitHub automatic
source archives contain only the public documentation tree. Matching source is
supplied; byte-for-byte build reproducibility is not claimed. Launcher/tooling are
MIT; the native integration is GPL-3.0-or-later and dependencies retain their terms.

83 native,158 launcher and118 offline checks pass, with two optional skips.
Coverage includes actual inset compositing bounds/main-eye isolation, geometry,
camera resets, settings, cadence and existing input/Photo behavior. Runtime game
bytes match the owner's accepted Chase/PiP test. No game, OBS, SteamVR or motor was
automatically launched for release preparation. Feedback remains reviewed numeric
evidence with deliberate issue submission, not automatic uploads or code execution.

The next workblock will organize Quick Access around common Creator/Chase/PiP
actions while preserving existing calibration, HUD and mixed-controller access.
That menu change is intentionally not bundled into this accepted recording update.

CTR VR v0.2.1 — Creator Polish & Native Refresh Modes (144 Hz Experimental)

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@CR4zyHoBb1T52P1Ck CR4zyHoBb1T52P1Ck released this 27 Oct 18:45

CTR VR v0.2.1 — Creator polish, native refresh modes and control refinements

144 Hz remains EXPERIMENTAL. 90 Hz is the default/reference. Native 80 is a fallback and native 120 has successful owner testing with OBS and in-game AA active; performance varies by track, PC and recording settings. Correct game speed does not prove full headset-rate rendering. Read the 80 / 90 / 120 / 144 setup guide.

This bundles the Photo, free-camera, loaded-kart viewer, controller handoff and native timing work since v0.2.0. Earlier releases remain available. The new portal-menu fix and 144 presentation trim have build/regression coverage; their physical comparison remains pending at publication. The project owner requested publication with that experimental status retained.

Install, update and roll back

Download ctr-vr-v0.2.1-windows-x86.zip, check SHA256SUMS.txt and extract into a new writable folder. Keep the complete package together. Open CTR VR Launcher.exe, import your own compatible raw NTSC-U CTR BIN and launch through Play in VR. No retail disc or personal saves are distributed. Windows and a compatible SteamVR/OpenVR PC connection are required; this is not a standalone Quest port.

Close the game/launcher and preserve the entire old folder before updating. Copy your own VR-Settings.ini, UI-Settings.ini, optional Launcher-Appearance.json and game/memcards into the new installation. Re-import/reuse your disc. Retain the new binaries, action manifest, bindings, defaults and game config. Select/save timing for your actual headset rate before Play; do not blindly copy a timing preview for another rate. Each installation saves separately. Old photos remain in the old game/captures. Return to the complete old folder for rollback.

Steering and motion controls

  • Index driving: thumbstick, hand-position and calibrated virtual-wheel modes; one/two-handed grip steering, hand swapping, centre/axis locks, sensitivity/deadzone and remappable driving buttons. Initial hand setup and paused recalibration remain. Brief one-hand occlusion retains the usable steering reference. Real headset/focus loss retains neutral output and manual Resume safeguards.
  • Physical wheels: G920 selection, calibrated steering/pedal travel, strength/deadzone, assignments and mixed-controller handoffs. Clutch-pedal/button reverse is separate from wheel D-pad Up/Down directional item throws. Other raw SDL wheels can be selected, calibrated and mapped as untested hardware; force-feedback compatibility is not assumed.
  • Wheel steering + gesture attacks (multi controller input): Quick Access defaults to hardware-gated AUTO. A real wheel/gamepad driving owner supplies steering/throttle while motion controllers supply directional gestures or an item button. Ordinary virtual-wheel gripping can reclaim Index driving. Grips plus triggers do not act as a Pause chord.
  • Gamepad and keyboard: Xbox/native gamepad driving and menus; D-pad Up/Down forward/backward item throws with a saved toggle. Keyboard arrows steer/navigate, C accelerates/confirms, X brakes, V uses items, Shift hops/drifts and Enter is Start/pause. Native item restrictions and saved remaps remain.
  • Input return: Photo closes with one neutral handoff and per-control held-input quarantine. In-game portal/race menus now quarantine held entry commands independently, allowing fresh A/B while a stick remains displaced. Native/gamepad priority, wheel Start rejection, loading/setup and tracking guards remain. No automatic Resume is generated.

Index right thumbstick click is native Start/pause; left click pauses and opens VR settings. Either stick navigates native menus, either A confirms and either B goes back. Quick Access contains hand calibration, status visibility and mixed-controller input. The launcher Controls page retains a permanent reference.

Optional force feedback and progressive pedals

Force feedback is experimental and OFF by default. In paused VR Settings open Input Devices > Wheel Force Feedback, or Physical Wheel > Force Feedback. Supported haptics provide return-to-centre spring, turn resistance/damper and optional turbo pulses. Master gain defaults to 10% and is capped at 25%; conditions and finite-duration effects are bounded. Unchanged condition uploads are cached, effects stop outside safe owned wheel driving, and haptic failure retains input. This is an optional steering-effect model, not complete surface/collision simulation on every wheel. Begin with the low default. No motor was automatically activated during release preparation.

Progressive pedal cruising is experimental, OFF by default. Enable it in Creator or Physical Wheel > Pedal Mode after calibrating travel. It uses the native analog cruising-target path; original digital throttle remains available. It does not assign velocity, clamp boosts or reset calibration. Brake, clutch reverse, boosts, steering settings and other input owners retain their native paths. Full hill/boost/travel acceptance remains pending.

Photo, free camera, viewer and filters

Load a single-player hub/race and Pause. Open VR Settings > Creator / Capture > Photo scene / visibility > Enter Photo, or close VR settings and use Alt+F7. Scene preparation and protected pre-pause texture capture are automatic; no pre-cache toggle is needed. If the protected copy is unavailable, Resume and Pause again. Gameplay stays frozen while headset tracking remains live.

  • Orbit/free movement, distance, height, FOV, reset and scene visibility. This is a paused composition free camera, not a live flying spectator camera or cinematic-path editor. Captured geometry and movement bounds limit unseen surfaces.
  • Head-relative sticks in stereo/head-follow; locked exact-2D composition follows the visible frame heading. One grip drags the world; two grips scale it within bounds. Camera Reset keeps the selected look.
  • The gold-bordered exact 2D PNG frame opens by default. P switches to stereo plus a smaller viewfinder; L toggles locked/head-follow capture. Persistent camera/hardware labels sit outside the PNG. A stereo viewpoint can have a different perspective; the gold-bordered image is the composition reference.
  • Loaded-kart viewer: View loaded kart / driver in the same menu isolates the current frozen kart/driver and separate wheel sprites, supports full orbit and reuses Photo controls. It is not an animated full-roster viewer or stereo character-selection garage.
  • Seven saved looks: Original, Vibrant, Warm Postcard, Cool Dusk, Black & White, Sepia and Noir, with 0–100% opacity/strength. Photo stereo, viewfinder, capture and PNG share colour processing; text/borders remain unfiltered. Original/0% bypasses the effect. Bounded scratch targets release on exit; an effect failure falls back to Original. Looks do not colour gameplay or normal live recording.

Photo controls

Control Action
Index left thumbpad: press top / bottom Filter opacity +10% / −10%
Index right thumbpad: press top / bottom Next / previous filter
Left bracket [ / right bracket ] Previous / next filter
Comma , / period . Opacity −10% / +10%
Letter O Original look; camera unchanged
Index/Touch right trigger; Xbox X; configured wheel PNG button Save PNG
Space / F12 / default Alt+F12 Save PNG
Sticks; arrows / right-mouse drag Camera movement/look, as labelled
Tab / Enter; controller Mode Orbit/free camera
WASD; Q/E; PgUp/PgDn; minus/equals Free movement; height; distance; FOV
Keys 1 / 2 / 3 / 4 / 5 Kart+driver / wheels / other objects / scenery / sky
P / L; Index left/right stick clicks Frame/stereo / locked/head-follow
Backspace / default Alt+F5; controller Reset Reset camera/world manipulation
H / controller Help Expanded help; core instructions remain visible
Escape / default Alt+F7; controller Return Leave Photo, still paused; Resume manually

Press a pad edge deliberately; touch/centre/held directions do not repeatedly change filters. Opacity blends the look with original colours, rather than making geometry transparent. Keep the game window focused for keyboard shortcuts. Detected hardware gets its Photo legend; wheel Photo buttons can be remapped in Creator. Custom SteamVR bindings may need the new optional Index Photo pad actions assigned; they are not reset automatically.

PNGs save in game/captures inside the active installation. Launcher > Creator > Open screenshots opens it. PNGs omit headset help. Protected VRAM addresses native pause-screen texture overwrites; missing captured geometry remains a limitation.

OBS capture and recording HUD

Creator Capture provides a landscape CTR VR Capture window for OBS Window Capture, with 720p/900p/1080p, 30/60 updates, Fit/Fill, presets, FOV and shortcuts. Eye Fill/Fit copy an existing eye. Clean mono adds an independent scene view with recording-only HUD/status. Stabilized forward is an experimental native/kart view without head look; native/kart movement remains, and it is not a smoothed chase camera. Each mono mode costs a scene render at capture cadence; no extra game logic runs for it.

To hide all recording HUD, select a mono mode, set Recording HUD = Hidden and Recording input status = Hidden, then save with the game closed. Default Alt+F2/F3 toggle them while recording; Alt+F1 cycles views. Eye views include the headset HUD. Quick Access > HUD Layout Visibility hides only selected headset layout elements without rewriting individual widget choices.

Primary desktop mirror Live/Capture rate/Dark can reduce copies/swaps in optimized native profiles; keep its window open for input focus. The original mirror remains fallback. OBS preview is separate overhead, not another full game simulation. OBS and native A...

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The Streamer / Creator Update (Experimental Framerate Modes are in Testing)

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@CR4zyHoBb1T52P1Ck CR4zyHoBb1T52P1Ck released this 26 Oct 22:22

The Streamer / Creator Update

Experimental Framerate Modes are in Testing

CTR VR v0.2.0 adds recording tools, paused Photo composition and clearer screenshot access. 90 Hz is the default and visual reference. Other refresh-rate profiles remain optional experiments, not a promise of smooth or validated operation on every headset.

Download ctr-vr-v0.2.0-windows-x86.zip for Windows. The named ctr-vr-v0.2.0-source.zip asset contains the complete matching source; GitHub's automatic source archives contain only the public documentation repository.

Streamer capture

  • A dedicated CTR VR Capture window for OBS Window Capture, with Eye Fill, Eye Fit and Clean landscape mono views.
  • Fit/Fill framing, 720p / 900p / 1080p, 30/60 capture updates, saved presets and remappable shortcuts.
  • Recording-only HUD/status choices in Clean view; the headset retains its own saved HUD layout.
  • The existing main-window mirror remains the inexpensive fallback. Clean mono adds rendering work; OBS recording and in-game AA remain performance targets, not reasons to disable those tools.

Capture defaults Off. Open Creator, select a preset and save with the game closed. Alt+F1 cycles views; Alt+F2/F3 toggle recording HUD/status. OBS is not launched or configured automatically.

Photo Mode and screenshots

Pause in a loaded single-player hub/race, including a valid race introduction. Open VR Settings > Creator / Capture > Photo scene / visibility > Enter paused Photo, or close VR Settings and use Alt+F7. Preparation is automatic; no cache switch is required. The level stays frozen, headset tracking remains live, and leaving Photo returns to native pause for manual Resume.

  • Orbit/free camera, movement, mono-output FOV, reset and local PNG screenshots.
  • Keys 1–5 independently show/hide kart/driver, wheel sprites, other captured objects, scenery and sky. These are group controls, not object picking.
  • Right A / Enter / Tab switches orbit/free. In free mode, release grips once, then hold one grip to move the frozen world or two grips to scale around the midpoint. Scale is bounded 0.25x–4x; translation is bounded to 2 m. Reset clears this Photo-only transform, leaving game scale, physics and calibration intact.
  • Photo opens with a clearly bordered 2D PNG view and LOCKED capture camera. L / modifier + Mode switches to head-following capture. The current camera state is always labelled in the headset.
  • P / modifier + Help switches between the large 2D PNG view and stereo composition with a smaller live 2D viewfinder. Both show the actual full-aspect PNG texture, a gold capture border and persistent mode/camera labels, independently of help visibility. This is the framing reference: a mono screenshot cannot equal both stereo eyes, lens distortion or the headset's display processing. Preview uses the selected capture cadence; a screenshot request forces a fresh render.
  • Index right trigger, Xbox X, G920 X, Space/F12 or the remapped screenshot action saves one bounded PNG. Index modifier is left trigger; Help is left B; Mode is right A. Xbox uses LT+Start for preview and LT+A for capture following.
  • Creator > Open screenshots opens game/captures inside the active launcher folder. Each portable build retains its own photos; older photos remain in the folder of the build that made them. Images are never uploaded automatically.

The headset help lists the controls; H / Help hides it. Help/status stay out of clean PNGs. Captured geometry limits the original camera to 6 m and +/-75 degrees; unseen objects, backsides and effects can remain missing. Grip panning/scaling does not load new geometry.

Controls and rendering refinements

  • Xbox/gamepad D-pad Up throws forward; Down throws backward, using the same directional item path as the wheel. New profiles default On; an existing saved Off stays Off. Enable it under VR Settings > Controllers > Gamepad D-pad Up/Down Throws. Held directions fire once; menus retain normal navigation. Native weapon direction restrictions still apply. Steering, gas, brake and gesture assist retain their existing mappings.

  • Preserve native local kart/driver poses and separately tagged wheel sprites during high-refresh interpolation, avoiding interpolation of changing wheel sprite corners.

  • Protect texture pages before the native pause screenshot overwrites VRAM, addressing the frozen-area Photo texture corruption.

  • Separate Photo eligibility from the driving mount so paused race introductions can compose safely.

  • Improve Photo return with fresh action sampling and a bounded held-control release gate; retain saved calibration and driving ownership. Explicit F9 settings requests survive that drain.

  • Reuse bounded interpolation storage, cached geometry on repeated headset poses and unchanged HUD quad geometry in the high-Hz path.

  • Present the companion window before compositor handoff; repeat loaded native menu/loading-flag canvases with fresh HMD poses while their native updates stay at 90 Hz. True movies retain their native pacing. Raster flag animation is not synthesized, and synchronous loading can still stall.

An optional calibrated native analog cruising-speed pedal mode is included, Off by default. It uses the game's existing analog target-speed path, preserving digital mode, boosts, braking and reverse. It does not assign velocity or clamp boost speed. Physical sustained pedal behavior remains unverified.

Experimental timing: please read

Choose the profile in Customize > Timing Preview with the game closed, set the headset refresh rate before launch, and restart after changing headset Hz. The launcher does not change SteamVR/headset settings automatically.

  • 90 Hz baseline: recommended reference and clean-install default.
  • Match headset: optional native-rate preview for 72/80/90/120/144 Hz. 80 Hz had successful owner playtests; broader hardware/rate acceptance is incomplete. Raising the native simulation rate can exceed the available frame budget.
  • Fixed 90 game clock + independent VR render: preserves game speed when display and simulation rates differ; repeated world animation can still show judder.
  • Native 90 + render interpolation / stable HUD: experimental high-Hz rendering with current HMD/input and one native tick of delayed world presentation above 90 Hz. Native local wheel/driver animation remains protected. 120/144 Hz can still miss cadence, reproject or judder.

Do not interpret a clean exit, zero submit errors or correct game speed as proof of smooth headset rendering. The latest owner 120 Hz report averaged about 102.4 render FPS with 90 Hz game logic; that is progress, not stable 120 certification. Keep OBS and AA in testing and use Feedback to review the timing summary. No headset-wide motion-smoothing/refresh settings are changed for you.

Tested scope and known limits

The owner tested the preceding Photo build across 90/120 Hz with 12 entries and 65 PNGs, without reported entry/copy/PNG failures. A subsequent session recorded seven grip actions and three PNGs. The new default bordered 2D view, persistent labels, stereo viewfinder and Xbox shortcut default passed CPU/build checks but await physical headset/controller comparison. High-Hz visual acceptance remains incomplete. Touch/Quest, Steam Frame, Vive and other controller/wheel combinations remain physically untested here and require a compatible Windows SteamVR/OpenVR PC setup; no standalone headset port is included.

Occasional stalls, tracking/focus recovery and sustained high-Hz performance still need investigation. One 90 Hz run recorded a roughly 1.9-second world gap. True stereo character selection/garage, the model viewer, unrestricted spectator/chase tools, custom tracks and multiplayer remain outside the supported release scope.

Validation: actual desktop/native build; 74 native checks and 137 launcher checks passed; 117 Python checks passed. Two optional checks were skipped. CPU tests do not certify visual/GPU/controller acceptance. Binaries are unsigned; byte-for-byte source build reproducibility is not claimed.

Install, update and roll back

Extract into a new writable folder and keep all package files together. Verify SHA-256 against SHA256SUMS.txt. Supply your own compatible raw NTSC-U retail disc BIN; no game data, personal saves or screenshots are distributed.

Keep the old installation, settings and saves backed up with the game closed. Selectively copy your own VR-Settings.ini, UI-Settings.ini, Launcher-Appearance.json and game/memcards, and reuse/import your own disc. Preserve any old game/captures folder separately. Keep new binaries, default config, bindings and manifests together. Copy Timing-Preview.json only if you deliberately want the previous timing profile; otherwise the clean install uses 90 Hz. Saves diverge between installations after playing. v0.1.1 remains available as the earlier fallback.

Feedback exports an allowlisted summary for your review and can open an editable GitHub issue draft. No raw logs/photos, identifiers, credentials or saves are uploaded automatically. Community evidence is reviewed with the project owner before action.

Thank you for playing, recording, testing and sharing feedback. Support Devon · Project and issues

CTR VR v0.1.1 — day-one stereo and wheel fixes

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@CR4zyHoBb1T52P1Ck CR4zyHoBb1T52P1Ck released this 26 Oct 00:51

CTR VR v0.1.1 — day-one patch

This patch addresses fresh installs remaining on the tracked flat screen during
gameplay and unexpected virtual-wheel interruption while both grips and throttle
are held. It retains the v0.1.0 feature set and excludes the experimental stereo
character/Adventure-garage/model-viewer work.

Fresh-install stereo fix

The v0.1.0 package config listed frame_rate=90 before legacy 60fps=1. Both
settings wrote the same native option; the later legacy key selected 60 FPS.
The stereo-world readiness gate requires 90, so a new installation could remain
in panel mode even though the VR runtime and controls were running.

The native config loader now gives a valid explicit frame_rate precedence over
the legacy boolean, in either file order. Existing config files do not need to be
replaced. New packages omit the legacy key. A regression runs the actual native
config parser on the old package order and new package template, then verifies
stereo-world eligibility. The failing old behavior was reproduced before the fix.

This targets the reported Quest 3S/SteamVR symptom, but the reporter has not yet
supplied a session summary. Their exact cause and physical Quest behavior remain
unverified. The existing Windows OpenVR/SteamVR headset backend remains in use;
there is no standalone Quest APK or native Meta/OpenXR backend in this patch.

Virtual wheel

Holding both grips and the trigger is not a pause shortcut. A pose dropout on
one gripping hand could invalidate the whole driving frame and request a safety
pause. The wheel now transfers to the other tracked gripping hand while preserving
its angle and current throttle. When the second hand returns, its newly valid pose
is rebased without treating the return as a teleport.

Losing all usable steering tracking still releases output and retains the existing
safety pause. Explicit thumbstick Start/settings clicks remain available. Tests
exercise the actual motion engine and ownership/output path, including the held
grip/trigger sequence, occlusion, hand return and genuine tracking loss. Physical
Index acceptance of this patch remains pending the owner's check.

The prior controls recovery is included: auxiliary wheel/gesture mode requires a
real driving owner, calibration clears stale auxiliary ownership, dormant startup
inputs cannot claim driving, and native menu focus recovery ignores driving-only
pedals/grips. Gameplay release barriers and manual Resume remain in effect.

Installation and quick check

Extract the Windows ZIP into a new folder. Start CTR VR Launcher.exe at its
root, import your compatible retail disc data and launch through Play. Keep the
whole package together. The mod does not include game data.

For an upgrade, preserve the old folder. Copy your own VR-Settings.ini,
UI-Settings.ini, optional launcher appearance file and game/memcards into the
new installation while both are closed. Reuse/import your own disc. The corrected
loader also accepts the old explicit-90 config without editing private settings.
Each installation saves separately; avoid overwriting your archived working copy.

Startup movies, menus, loading and results normally use a tracked screen. Check
stereo after loading a single-player playable hub or race. If gameplay stays on a
panel, the new fixed hints identify game-rate, native-renderer or mirror blockers.
Use Feedback to review a summary containing actual game rate, world/panel counts
and readiness bits. Raw logs, private paths, serials, saves and disc data are excluded.

For Quest 3/3S, see Windows SteamVR setup and reporting.
Physical coverage remains Index at 90 Hz, G920, Xbox and keyboard from earlier
owner tests. Quest and other headset/controller paths remain physically untested.
Use a 90 Hz SteamVR headset mode where available for this release's timing path;
other refresh rates have not been physically validated. No headset/SteamVR settings
are changed automatically.

Retained limitations

  • True stereo character selection/garage and the model viewer are pinned for
    later repair and are not in this patch. Their native screens remain available.
  • Quest-specific transport, driver, GPU and timing problems may still require a
    focused follow-up after community evidence. GPU identity checks are retained.
  • The intermittent long hub stall is not established globally fixed. The prior
    slowdown observations remain under investigation.
  • Force feedback, alternate visual modes and broader device profiles retain their
    existing experimental/untested status. Multiplayer VR is future work.

Publication of this targeted patch was approved by the project owner. Automated tests do not
certify headset appearance, comfort, physical control behavior or performance.

CTR VR v0.1.0 — grab the wheel

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@CR4zyHoBb1T52P1Ck CR4zyHoBb1T52P1Ck released this 25 Oct 20:29

CTR VR v0.1.0 — Grab The Wheel - Public Release -

Do you love Crash Team Racing? Try it now in SteamVR with stereoscopic worlds, a first-person
kart view, a customizable modular original-art HUD and one - or two-handed virtual/+wheel
steering. Play with Valve Index controllers, an Xbox gamepad, a Logitech G920 or
the keyboard, with a player launcher for setup, controls and customization.

This is the first full public release following the earlier alpha and development gauntlet.
The mod is free, unofficial and unaffiliated with
the original game's owners, the Turbocharged team or Valve.

What is included

Stereo worlds
Adventure race tracks, five hubs and supported battle arenas, with animated textures, skies, actors and original game materials.
Native startup, loading, results and supported cutscenes use a tracked screen.
where appropriate; true stereo character selection is future work.

Camera and comfort
First and third person views supported, recentering, seating adjustments, comfort smoothing, optional vignette, local-body visibility and scripted-camera fallback available.

Index driving
Thumbstick, hand-position or virtual-wheel steering;
one/two-handed grip transfer, initial hand setup, recalibration, button
remapping and directional item gestures. Native item restrictions still apply.

G920 and gamepad
wheel/pedal calibration, button assignments, steering
strength and source handoffs, alongside normal gamepad driving. Pedals trigger
native digital driving actions; this does not replace the vehicle physics.
A calibrated clutch pedal (or assignable wheel button) requests reverse.
Wheel D-pad Up/Down fires directional items by default, with its own toggle.
Other raw SDL wheels can be selected, calibrated and mapped as untested devices.

Personal HUD
original artwork, text or hidden mode, 25 grouped widgets,
saved hub/race and camera layouts, placement/scale/depth/yaw/tilt/visibility,
paused placement tools and an optional grip/input status bar.

Player launcher
disc import, permanent controls reference, first-launch
headset guide, launch preferences, separate Support/About/Updates pages,
adjustable rendered homage backdrop and reviewed release changelog. Update buttons open
GitHub for manual review and download.

Untested controller profiles
Touch/Quest, Steam Frame and Vive wand
default SteamVR bindings. Other SteamVR controllers can map the same actions
in SteamVR's binding UI. These are compatibility paths, not physical validation.

Optional feedback
preview/export an allowlisted diagnostic summary and
open an editable GitHub issue draft. There is no automatic upload or GitHub
token. Raw logs, private paths, serials, saves and disc data are excluded.
Community evidence is reviewed with the project owner before changes are made.

The campaign and bosses have been played through during development. Later
focused testing covered menus, calibration, controller handoffs and hub camera/
steering transitions. This is not certification of every mode or device.

Requirements

  • Windows with the .NET Framework 4.x runtime for the launcher, SteamVR and an
    OpenGL 3.3-capable graphics driver. The game is a 32-bit Windows build.
  • The physically tested target is Windows 11 / Valve Index at 90 Hz, with
    the supplied 90 FPS configuration. Index, Xbox gamepad, G920 and keyboard
    paths are supported; other headsets, GPUs and refresh rates need more testing.
  • Your own compatible NTSC-U retail CTR raw MODE2/2352 BIN. Renaming an ISO
    does not make it compatible. No retail disc data or personal saves are shipped.
  • A writable extracted folder. Executables are unsigned. Keep the complete
    package together, including its manifest, DLLs, input files and licenses.

Install and start

  1. Download ctr-vr-v0.1.0-windows-x86.zip and SHA256SUMS.txt. Verify the ZIP's
    SHA-256 against the named entry; checksums detect changed files and are not a
    digital signature.
  2. Extract into a new writable folder. Do not mix files from earlier builds.
  3. Open CTR VR Launcher.exe, then Add game data to copy your own disc
    BIN. The original stays in place. Import can be canceled and does not replace
    existing game data. The game performs full compatibility validation at boot.
  4. Connect the headset, set SteamVR to 90 Hz, wake the Index controllers if used,
    and select Play in VR. Keep the high-performance GPU request enabled;
    the game separately checks that its GPU matches the headset.
  5. Read the first-launch headset controls guide. At the first playable hub,
    hold your tracked hands comfortably apart like a wheel, release grips and
    thumbpads, then press A to calibrate or B to skip. Release the button
    afterward. Recalibration is available in Quick Access.

Gamepad and keyboard driving remain available if you skip motion setup.

Essential controls

Device Menus and pause VR settings / driving
Valve Index Either stick navigates; A confirms, B backs out; right stick click is Start/pause. Left stick click pauses and opens VR settings. Grip either/both controllers to steer after calibration. Default driving: right trigger gas, left trigger brake, A buttons hop/drift, right B item, left B rear view. Saved remaps take precedence.
Xbox D-pad navigates; use native confirm/back; Start pauses. Click both sticks while paused for VR settings. Normal gamepad driving remains available.
Physical wheel D-pad menus; configured confirm/back and Start/pause. Calibrate axes/assign buttons under VR Settings > Input Devices. Clutch pedal reverses; Up/Down fires directional items. Without a clutch, assign Reverse to a button. Wheel input is opt-in for a fresh profile.
Keyboard Arrows navigate; C confirms; X or Z backs out according to the native menu; Enter is Start/pause. Arrows steer, C gas, X brake, V item, Shift hop/drift. While paused: F9 VR settings, arrows adjust, Enter selects, F10 closes; F6 calibrates hands, R recenters. Esc exits.

Native pause and the VR settings overlay are separate. Close VR settings,
release the closing input, then choose native Resume if the game is paused.
Quick Access contains Calibrate Hands, Grip Status Bar, and
Wheel Steering + Gesture Attacks, identified as multi controller input.
The mixed mode defaults to AUTO: after actual wheel/gamepad driving input,
tracked motion controllers with item and gesture bindings can add gesture attacks
and button throws while the primary device retains steering and pedals. An idle
connected gamepad does not disable virtual-wheel steering. OFF remains OFF when
saved; advanced Physical Wheel settings retain gestures-only and gestures+button
modes. Wheel input still requires enablement, device selection and calibration. The status
bar is visible for new profiles and remembers each player's hide/show choice.

For directional items, release the throwing hand's grip, hold its thumbpad
click and make a deliberate forward/back stroke; release before another throw.
The other hand can keep steering. These gestures do not give every item a
backward firing mode. In the paused HUD placement editor, A saves, B cancels.

Customize, update and preserve progress

Launcher Customize saves selected camera/HUD/comfort/input preferences while
the game is closed and backs up the previous settings file. Detailed hand/wheel
calibration, remapping and HUD placement remain in the headset menus.

The collapsed Launcher Appearance section at the bottom of Customize offers Rude (default) and Dude background choices with a live
black-overlay opacity (default 78%). Save appearance stores it separately
in Launcher-Appearance.json. The sign has a clear area beside the right-hand
reading column. Support includes the creator's note, Ko-fi and project links;
Updates contains the reviewed release changelog bundled with this launcher.
Mouse-wheel scrolling never changes the image or opacity, even when open;
drag the slider or use its arrow keys. Gameplay preferences appear first.

Before updating, exit the game normally, wait for the launcher to finish, then
close it. Back up the old folder. Extract the update into a new folder; copy
your game/memcards, VR-Settings.ini, UI-Settings.ini and, if wanted,
Launcher-Appearance.json. Keep the new game/config.ini unless you deliberately
need specific old native settings; it supplies the reviewed 90 FPS/VR defaults.
Import your disc again or copy your own game/assets/ctr-u.bin separately.

Do not copy old executables, DLLs, input/default files, Launcher-Package.json,
session reports or GPU-Preference-Backup.json over the new build. GPU preference
backups apply to a particular executable path. Keep the original installation
for rollback; its settings and saves remain independent. Do not copy a newer
settings format backward over that original installation.

Known limitations and experimental features

  • An earlier intermittent long hub stall is not established fixed in every
    circumstance. Camera/steering transition corrections do not claim to resolve
    every possible load stall. Keep a normal-exit backup of progress.
  • Touch/Quest, Steam Frame, Vive and other raw wheel/controller compatibility
    paths are physically untested. They require a compatible Windows SteamVR/
    OpenVR host and complete bindings/calibration. No standalone headset app or
    separate USB pedal/shifter aggregation is included. Wheel selection supports
    one active raw SDL profile, up to 32 axes / 64 buttons and one hat; changing
    device clears the current calibration/buttons and turns FFB off. Keep backups.
    SDL-mapped gamepads remain on the n...
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