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Releases: DR-89/opencmr2-vr
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OpenCMR2 VR v0.1.0 (Quest 3 + Windows PCVR)
OpenCMR2 VR v0.1.0
Play Colin McRae Rally 2.0 in VR on Meta Quest 3 standalone or
Windows x64 PCVR / OpenXR. This release includes both playable packages
and retains the tested 120 Hz renderer from alpha.2.
Built on pablocpas/OpenCMR2 and
pablocpas/CMR2Decomp. Thanks to the
original projects and their contributors for the decompilation and native port.
Your own full installed PC copy of Colin McRae Rally 2.0 is required.
No original game files, cars, tracks, music or videos are included.
All downloads
| Package | File |
|---|---|
| Quest 3 standalone, signed ARM64 APK | OpenCMR2-VR-Quest-arm64-v0.1.0.apk |
| Windows x64 PCVR, executable and required DLLs | OpenCMR2-VR-PCVR-Windows-x64-v0.1.0.zip |
| Complete project source and pinned SDL/OpenXR/glslang dependencies | OpenCMR2-VR-Source-v0.1.0.tar.gz |
| SHA-256 checksums | SHA256SUMS.txt |
The Windows ZIP includes opencmr2.exe, SDL3, the OpenXR loader, required
Microsoft runtime DLLs, launchers, licenses and the English installation guide.
Download the APK or Windows ZIP under Assets; the source archives are for
developers.
Install or update
Read the English installation guide.
- Quest: install the APK, ZIP your complete installed PC game folder, copy
that ZIP to the headset's Download folder, and use Select game data ZIP →
Import complete → Start game. Standalone play runs directly on the headset. - PCVR: extract the Windows ZIP, connect your OpenXR headset and run
Start-PCVR.cmd. The launcher finds common installed game locations or asks
you to choose the game folder. Virtual Desktop with Quest 3 is the tested route. - Existing public APK: install v0.1.0 over alpha.1/alpha.2 to retain app data.
The signing key is unchanged and Android version code increases to 4.
Private debug builds use a different key; back up saves before migrating.
Uninstalling removes app data and requires a new game-data import. - Updating PCVR: retain the previous package's
userfolder for saves and settings.
Included features
- Stereo VR, head tracking, seated recentering and Quest Touch controls.
- SDL USB-gamepad support; physical USB gamepads on Quest still need testing.
- A = shift up / confirm; B = shift down; right stick click = pause / back.
- English Quest ZIP-import assistant and automatic Windows game discovery.
- Quest 120 Hz request, direct eye rendering, tracked-eye visibility culling,
draw batching, reusable uploads and simplified shaders. - Corrected setup-to-VR launch for cases that showed passthrough with sound only.
Performance and validation
The measured Quest driving sample averaged 119.97 FPS at 120 Hz, at the
existing 1344 x 1408 per-eye resolution and unchanged draw distance. No
resolution reduction, frame generation or application spacewarp was added.
Occasional stale frames remain; this is not a guarantee of 120 FPS on every
stage or during long sessions. The legacy mono lens flare is disabled in VR.
Both release builds succeed. 22 native tests and 14 importer tests pass;
Android release lint reports zero errors and 43 warnings. APK signature,
alignment and certificate continuity are checked. The extracted Windows
package passes its 30-frame flat Vulkan diagnostic. Native binaries match
alpha.2 byte for byte; version metadata and documentation are updated.
Quest gameplay, additional driving and a full Unknown Sources relaunch were
confirmed using the development APK. The signed public APK has not replaced
that private test installation. PCVR gameplay was confirmed earlier through
Virtual Desktop; the optimized renderer still needs another PCVR headset test.
This remains an early community port. More stages, weather/camera combinations,
long thermal sessions, save/load, sleep/wake, other headsets and VR multiplayer
need further testing. See the validation notes.
Unaffiliated with Codemasters, EA or Meta. Please report reproducible issues
without attaching original game files.
OpenCMR2 VR v0.1.0-alpha.2 (Quest 120 Hz update + PCVR)
OpenCMR2 VR v0.1.0-alpha.2
Quest 3 performance update: 120 Hz rendering, with 119.97 FPS average
in the measured steady driving sample at the existing 1344 x 1408 per-eye
resolution. This replaces the first alpha's approximately 46–55 FPS race results.
The sample is not a guarantee of 120 FPS on every stage or throughout long sessions.
Built on pablocpas/OpenCMR2 and
pablocpas/CMR2Decomp. Thanks to the
original projects and their contributors for the decompilation and native port.
You need your own installed PC copy of Colin McRae Rally 2.0. No original game
files, cars, tracks, music or videos are included.
Downloads and installation
- Quest 3 standalone:
OpenCMR2-VR-Quest-arm64-v0.1.0-alpha.2.apk. - Windows x64 PCVR:
OpenCMR2-VR-PCVR-Windows-x64-v0.1.0-alpha.2.zip. - Complete source and pinned dependencies:
OpenCMR2-VR-Source-v0.1.0-alpha.2.tar.gz. - SHA-256 checksums:
SHA256SUMS.txt.
English installation guide.
For a new Quest installation, install the APK, ZIP your complete installed PC
game, copy the ZIP to the Quest's Download folder, and use the in-app importer.
For PCVR, extract the Windows ZIP, connect your OpenXR headset, and run
Start-PCVR.cmd. The launcher finds common PC game installations automatically.
Updating from the public alpha.1: install the APK over the existing app;
the release signing key is unchanged and version code increases to 3. Keep the
PCVR package's user folder when updating Windows. Private debug builds use a
different key and cannot update directly to the public APK; back up saves before
migrating. Uninstalling removes app data and requires importing game data again.
Changes
- Request 120 Hz on Quest where advertised by OpenXR. PCVR keeps the runtime's
refresh preference by default. - Draw directly into OpenXR eye images, avoiding full-eye copies.
- Cull invisible geometry separately for each tracked eye, preserving views
to the side and behind. Draw distance is unchanged. - Reuse geometry uploads and shader constants, combine compatible adjacent
draws, and simplify common material shaders. - Remove the old mono-camera lens-flare effect in VR, which forced an extra
world render and blocking GPU readback. Sun lighting remains. - Render menu panels once. No resolution reduction, frame generation or
application spacewarp was added. - Fix the setup-to-VR launch intent for cases that produced sound with
passthrough only. The tester confirms picture and sound after a full manual
restart through Unknown Sources. - Add optional frame telemetry and a local performance-summary tool.
Controls remain A = shift up / confirm, B = shift down and
right stick click = pause / back.
Validation and remaining limits
Windows and Quest release builds succeed. 22 native tests and 14 Android
importer tests pass. Release lint has zero errors and 43 warnings. APK signature,
alignment, architecture and certificate continuity are checked. The extracted
Windows package passes a 30-frame flat Vulkan diagnostic with unchanged output.
Quest headset testing confirms racing, textures, transparency, fog, side/rear
visibility, head movement, controls, smoothness during additional driving and
the normal launcher. These confirmations used the matching development code
in the private debug APK; the signed public APK has not replaced that installation.
The measured steady sample contains 38 three-second reporting windows with
119.6–120.1 FPS. Runtime telemetry still records occasional stale frames, and an
earlier window dipped to 114.3 FPS. More stages, weather/camera combinations and
long thermal sessions require testing. These are live driving measurements,
not a deterministic benchmark or individual frame-time percentiles.
Windows PCVR gameplay was confirmed in the earlier alpha through Virtual Desktop;
the new renderer has not yet had another PCVR headset test. Physical USB
gamepads on Quest, other headsets, extended save/load, sleep/wake and VR multiplayer
remain unvalidated.
Detailed validation
and performance changes.
Report reproducible issues without attaching original game files.
OpenCMR2 VR v0.1.0-alpha.1 (Quest 3 + PCVR)
OpenCMR2 VR v0.1.0-alpha.1
First public experimental release for Meta Quest 3 standalone and
Windows x64 PCVR / OpenXR.
Built on pablocpas/OpenCMR2 and
pablocpas/CMR2Decomp. Credit belongs to
the original projects and their contributors for the game decompilation and
native SDL port.
You need your own installed PC copy of Colin McRae Rally 2.0. No original game
files are included.
Downloads
- Quest 3:
OpenCMR2-VR-Quest-arm64-v0.1.0-alpha.1.apk— signed standalone APK. - Windows PCVR:
OpenCMR2-VR-PCVR-Windows-x64-v0.1.0-alpha.1.zip— extract and
start withStart-PCVR.cmdafter connecting your OpenXR headset. - Complete source:
OpenCMR2-VR-Source-v0.1.0-alpha.1.tar.gz— project sources,
pinned SDL/OpenXR/glslang sources, notices and build instructions. - Checksums:
SHA256SUMS.txt.
Read the English installation guide.
For Quest, install the APK, ZIP your complete installed PC game, copy that ZIP
to the headset's Download folder, then use Select game data ZIP → Import
complete → Start game. PCVR finds common installed game locations automatically
or asks you to select the folder once.
Included
- Native stereo VR, head tracking and seated recentering.
- Quest Touch controls and the SDL USB-gamepad input bridge.
- A = shift up / confirm; B = shift down; right stick click = pause / back.
- English Quest setup with validated ZIP import, storage checks, cancellation
and recovery. Replacement imports preserve saves. - Automatic Windows installation discovery and a double-click PCVR launcher.
- A game-data-free VR diagnostic scene and runtime license notices.
- Fix for the Quest launch issue that could play sound while showing only
passthrough: OpenXR now runs in the main app process, with setup in:setup. - Initialization fix for the pinned SDL OpenXR API-layer property structures.
Validation and limitations
Windows and Quest release builds succeed. All 20 native tests and 14 Java
importer tests pass; Android lint reports zero errors and 43 warnings. APK
signature/alignment and the extracted Windows package's 30-frame Vulkan
diagnostic are checked. Downloads were inspected for game assets and credentials.
Quest gameplay, the ZIP import flow and Windows PCVR through Virtual Desktop
have been confirmed in hardware testing. The normal Unknown Sources launch was
retested after the process fix and picture/sound were confirmed. These user
checks used development APKs; the signed public APK has not replaced the private
debug installation on the test headset.
This is not a finished or fully validated port. Observed Quest race rates
are approximately 46–55 FPS; the 72 FPS diagnostic figure is not gameplay
performance. Physical USB gamepads on Quest, other Quest models/OpenXR headsets,
extended save/load testing, sleep/wake and VR multiplayer remain unvalidated.
Private debug builds use a different signing key. Back up saves before
migrating to this public APK; uninstalling removes app data and requires
another game-data import. Future public updates will use the same release key.
Report reproducible VR issues in this repository, without attaching game files.