Skip to content

Releases: DSprtn/GTFO_VR_Plugin

Release 1.3.4 (Rundown 8)

06 Jan 15:35
06a1ae4
Compare
Choose a tag to compare

IMPORTANT

The mod has been upgraded to BepInEx 670 (now compatible with other GTFO mods!)

  • This does mean you will need to upgrade. A new BepInEx version has been linked in the readme. The mod will NOT work without upgrading!
  • Other mods might overwrite your BepInEx version. This will break things!
  • The BepInEx version shipped with other mods will NOT work at this time!

SteamVR Theater update

The new threater mode in SteamVR 2.0 will now display ontop of the existing overlay as of a recent SteamVR update. Theater mode must be disabled again, even if you already had it disabled.

The "Present non-VR Applications on Threater screen upon Launch" setting must be disabled and is found under VR settings -> Dashboard.

L9M8wRE

Changelist

  • Fixed various issues with melee weapons, melee weapon position offsets, pistols, misaligned sights and sight textures.
  • Added pose prediction. Should improve head/weapon movement, especially on wireless HMDs.

Known issues

  • GTFO is very VRAM hungry! If your texture or render resolution settings are too high and you're using too much VRAM your game will be very unstable! Changing resolution in-game or even playing some maps might cause crashes depending on your resolution and/or texture resolution settings!
  • For Quest headsets: Link/airlink are very crash-prone. Playing using VD is recommended.

Release 1.3.3 (Alt Rundown 6.0)

06 Oct 18:05
Compare
Choose a tag to compare

IMPORTANT

The mod has been upgraded to BepInEx 670 (now compatible with other GTFO mods!)

  • This does mean you will need to upgrade. A new BepInEx version has been linked in the readme. The mod will NOT work without upgrading!
  • Other mods might overwrite your BepInEx version. This will break things!
  • The BepInEx version shipped with other mods will NOT work at this time!

Changelist

  • Fixed VRPerfkit. It should work properly for all headsets now. Use the archive included in this release!
  • Fix laser disappearing in thermal sights when starting multiple missions without restarting
  • Fixed shotguns firing at look direction
  • Made shockwave integration disabled by default, as it has been known to cause issues. If you run into any, let us know!
  • Improved efficiency of rendering by improving the hidden area mesh and skipping some work that is the same for both eyes.
  • Made hidden area mesh toggleable, as it might cause artifacting on some setups (edges of screen not rendering)
  • Removed an outdated config option (skip damage feedback)
  • Added TactVisor bhaptics support
  • Ported bhaptics to the new bhaptics SDK, which should resolve any leftover crashing
  • Fixed drop-in sequence auto-skipping
  • Total melee hit detection overhaul by Roughy! Melee weapons should feel much better now.
  • Added FPS limit in menu. This is a possible fix for the menu stutter issue. Let us know if it still happens!
  • Made Bhaptics and shockwave integrations optional. You can now disable/enable these whenever.
  • Fixed and improved Accrat ND6 heavy SMG sight
  • Fixed menu issues where high HMD resolutions would prevent UI at the edges of the screen from being accessible.
  • Fixed BHaptics related issues.
  • Added Shockwave suit integration
  • Added ProtubeVR Haptics support
  • Tweaked every weapon in the game to have its own haptics 'identity'
  • Fixed the following weapon sights:
    • Drekker Pres MOD 556 Rifle
    • Techman Arbalist machine gun
    • Techman Klust 6 Burst Cannon

Known issues

  • GTFO is very VRAM hungry! If your texture or render resolution settings are too high and you're using too much VRAM your game will be very unstable!
    Changing resolution in-game or even playing some maps might cause crashes depending on your resolution and/or texture resolution settings!

  • For Quest headsets: Link/airlink are very crash-prone. Playing using VD is recommended.

Rundown 2 update, native ProHaptics support

11 Dec 12:43
Compare
Choose a tag to compare

Total changelog: (1.2.1):

  • Added ProtubeVR Haptics support
  • Tweaked every weapon in the game to have its own haptics 'identity'

Known issues:

  • GTFO is very VRAM hungry! If your texture or render resolution settings are too high and you're using too much VRAM your game will be very unstable! Changing resolution in-game or even playing some maps might cause crashes depending on your resolution and/or texture resolution settings!

  • For Quest headsets: Link/airlink are very crash-prone. Playing using VD is recommended.

  • VR Performance kit causes darkened image output. The fixed version provided in the main release only seems to work properly on the Valve Index. It will cause crashes on other HMDs.

Rundown 7/1:ext support, new terminal, performance fixes, updates to all new systems

05 Nov 15:56
Compare
Choose a tag to compare

Make sure to follow the new install instructions!

This release has been in the works for a while. I've decided to push through and get it to a usable state for the newest GTFO updates where the old rundowns are making a comeback (which I believe to be a very good decision!)

Much has changed in the rendering of the game, most notably the VRAM usage is now sky-high so unless you have more than 12GB of VRAM you will experience crashing if your texture resolution setting is set to medium or high.

Performance overall is also a bit lower than previous rundowns due to the rendering upgrades. Be sure to check the readme to fine-tune your graphics settings.

VRPerformanceKit is a rendering extension which allows the use of AMD's or Nvidia's upscaling technologies in VR games that don't have it out of the box. It's also possible to enable foveated rendering (lowering resolution on the edges of vision) if your card supports it; this gives a reasonable performance boost.

Specific fixes had to be made for GTFO which is why the VRPerformanceKit is included as a separate archive in this release. It still seems to be very unstable if you're using a headset different than the Valve Index or HTC Vive (Quest/2, Pimax etc.) If you use the official version it might be more stable but the game will be much darker in your HMD.

I have some plans to integrate upscaling (most likely FSR2) more closely with GTFO (VR) which will fix those issues and deliver better quality upscaling, but this will have to wait for now. ProTubeVR product support might also be on the horizon as I might be receiving a devkit soon.

Many great contributions have been made by Nordskog/Roughy. GTFO VR might not have been alive today if it wasn't for him, so be sure to thank him if you see him around on the Flat2VR Discord!

Total Changelog:

Additions:

  • Complete new VR keyboard system added by Nordskog. Great work!
  • Added key modifiers (i.e. ctrl, alt etc.) to keyboard so you can cancel repeating terminal pings for instance
  • Added square bracket keys to keyboard
  • Added mission timers UI
  • Added subtitles to the world UI
  • Added a water performance workaround - Transparent objects won't render in other transparent objects, but it's worth it for the performance improvement.
  • Upgraded to a newer version of BepInEx. This makes the installation much simpler, but a game file wipe might be needed. Be sure to look at the new install instructions!
  • Greatly overhauled KB+M/Gamepad mode to actually be playable (again)
  • All new melee weapons work in VR
  • (By Devs!) All gun sights are now rendered correctly in VR (except for R1 weapons)
  • Added option to skip chat when toggling watch screens (inv/obj)
  • Added bot command menu (new keybind.) You can now make bots use their equipment in VR!

Tweaks:

  • Removed some graphical options that won't work anymore (eye adaptation, alternate eye rendering)
  • Removed light/fog resolution config tweak, it created artifacts and did little for performance. Devs added more fog resolution options so use those instead! (Very low/low looks the best in VR)
  • Removed bloom from VR options, it's now in the base game, tweakable under graphics
  • Tweaked weapon zeroing to be more accurate at short distances
  • Improved all melee weapon hitboxes
  • Weapon ammo hologram BG is now a little less bright
  • Reduced weapon icon sizes reduced to fit into radial menu
  • Improved performance of world markers and fixed their degrading performance

Bugfixes:

  • Fixed KB+M/Gamepad melee hit detection
  • Fixed darkened output in VRPerfkit (Included in release, until VRPerfkit updates.)
  • Fixed laserpointer toggling
  • Fixed bloom being overly bright
  • Forced toggle crouch to be off when using VR
  • Fixed Vignette effect
  • Fixed movement-based Vignette effect
  • Fixed headlight rendering for pimax, odd shadow rendering for all HMDs
  • Fixed opening audio logs in terminals with VR keyboard
  • Fixed VR render resolution config not applying at the start
  • Fixed watch objectives, made objectives more verbose/complete
  • Fixed laser sight in thermal scopes
  • Fixed thermal scope reticles
  • Fixed selecting commands with brackets on terminal
  • Fix various terminal bugs/issues
  • Possibly fix rare state that would make you unable to exit the terminal

Known issues:

  • GTFO is very VRAM hungry! If your texture or render resolution settings are too high and you're using too much VRAM your game will be very unstable! Changing resolution in-game or even playing some maps might cause crashes unless you lower your texture resolution/game resolution.
  • SteamVR games crash often on v28 of Oculus. There's a workaround in the config that should reduce crashing with some small side effects (Oculus Crash workaround.)
  • WMR HMDs may have issues if you're not using the lkg_release of WMR. (In Steam go into Windows Mixed Reality ->Betas to change.)
  • Having dithering on in in-game and fixed foveated rendering in VRPerfomanceToolKit will cause flickering. Turn dithering off!
  • Having upscaling on with VRPerfomanceToolKit will cause crashes with some HMDs (Pimax, Quest 2), if you get crashing try to turn this off first.

Bhaptics integration, holographic ammo text on guns, bugfixes

03 Oct 09:04
c755a24
Compare
Choose a tag to compare

A new install file has been added for first-timers to simplify the installation process. Check the read-me for more info!

BHaptics support has been added due to the great efforts of Alchemist AKA Nicolas Aubinet. A lot of work went into
it and it seems to be impressive and well made all-around. Great job!

I added a first pass for a holographic ammo display for weapons, it still needs some tweaking so be sure to send in a lot
of feedback for it!

Total Changelog:

Additions:

  • Added holographic ammo count display + config toggle. This is still a WIP so feedback is welcome!

Tweaks:

  • Tweaked 2-Handed aiming start detection to be a little more lenient.

Bugfixes:

  • Fixed flashlight aggro acting weird for other players when you're hosting

New changes by Alchemist/Nicolas Aubinet:

Added bHaptics support to GTFO VR; includes haptics for:

  • Directional damage
  • Recoil
  • Weapon reload
  • Out of ammo
  • Hammer charging
  • Hammer fully charged
  • Hammer smack
  • Death
  • Tentacle attack
  • Healing
  • Weapon ammo gain
  • Tool ammo gain
  • Disinfection
  • Elevator sequence
  • Physical crouch/stand toggle
  • Fall/jump landing
  • Heartbeat at low health
  • Bioscan
  • Item switch
  • Item pickup
  • Flashlight toggle
  • Nearby mine explosion

In-game config, greatly improved hammer mechanics, radial selection menus and much more!

23 May 15:19
Compare
Choose a tag to compare

IMPORTANT: You will need to re-bind snapturn and add bindings for the radial menus! All config options are now also in-game. Lower the Light/Fog and/or rendering resolution if you're having FPS issues!

If you play on wine reinstall 1.0 and set 'SteamVR running check' to false in the text config after starting and closing the game once.

We're finally at 1.0! 🎉🎉🎉

All available config options are adjustable in-game and in real-time within GTFO's menus under 'VR Settings'
The hammer should now be perfectly accurate and you will not need to release the charge button to hit anymore.
Floor height offset and movement vignette have been added as accessibility options and are also fully configurable in-game.

Radial menus have been added for weapon selection and watch mode selection. You can configure the amount of info shown.
The weapon radial menu has a quickswitch option - you can open and close it fast to switch to your last held weapon.
This can be turned off in the config.

Many other tweaks and bug fixes have been made as well - see the full changelog below.

Total Changelog:

Additions:

  • Added an in-game config menu - Everything is adjustable in-game in real-time!
  • Added radial menu for watch
  • Added radial menu for weapons (Shows available weapons, amounts, percents etc.)
  • Added movement vignette accesibility and toggle/intensity config options
  • Added floor height offset config option (for seated mode or height adjustment)
  • Added keybinds for analog smoothturn, laserpointer toggle, objective view, aim/shove (not coupled to watch anymore)
  • Added an option to toggle screen liquid rendering (small performance boost if disabled)
  • Added toggleable visual indicator for 50%/100% hammer charge
  • Added chat input mode for watch (only accessible by watch radial menu)
  • Added chat view mode for watch
  • Added quick switch to weapon radial menu (tap the button fast to switch to your last used weapon!)
  • Added extra radial menu configs for optional info, quick switch
  • Added config option for rendering resolution
  • Added config option to use the old VR hammer (auto-swing)

Tweaks:

  • Tweaked charging mechanics and hitting mechanics on hammer. Now you only need to charge and swing, no need to release the button anymore!
  • Unified snap turn settings to 1 input, re-added smooth turn config to menu, separated snap turn angle and smooth turn speed into 2 separate configs
  • Reduced amount of performance spikes due to shadowmap generation
  • Tweaked hammer hitbox and accuracy, it should now be pretty much perfect.
  • Tweaked gun grips positions to be more accurate for 2H aiming
  • Tweaked hammer haptics, added additional charge blink at 50% charge
  • Tweaked SteamVR action names to interaction prompts (Hold 'Interact' to hack etc. will now display on interactables)
  • Removed finished objectives from watch display to make better use of the available space

Bugfixes:

  • Fixed watch displaying incorrect ammo counts on some weapons
  • Fixed keycard info not displaying on door interaction text

Rundown 5 update, improved hammer, better haptics, fixed ping marker UI and map/menu rendering

30 Apr 18:58
1be0e54
Compare
Choose a tag to compare

R5 Update is here!

The hammer has been improved, new haptics have been added for: hammer hits, charging weapons, item throws and the C-Foam launcher. Various UI rendering bugs have been fixed and all UI and UI effects should now be visible in the menu and map.

Make sure to use the new versions of BepInEx and unity-libs that are linked in the readme!

Full changelog:

  • Reworked the hammer so now you actually have to swing with it --- charge it and then release while swinging!
  • Added haptics to hammer charging
  • Added haptics to hammer hitting stuff
  • Fixed Nav marker rendering - pings, objective markers etc.
  • Fixed flashlight not visible in elevator
  • Tweaked C-Foam launcher and hammer haptics when fully charged
  • Scaled all weapons by 10%, Bioscanner by 45% to be more consistent with flatscreen (hammer is bigger now too)
  • Tweaked hammer hit haptics
  • Fixed not being able to destroy doors with hammer
  • Fixed menu UI rendering (All elements show up now)
  • Upgraded internals to new Unity engine version for GTFO
  • Fixed pop-up rendering in R5 (Artifact UI should work properly now)
  • Fixed light/shadow rendering tweak

Haptics, weapon handling, performance, lots of new config tweaks.

25 Apr 17:45
Compare
Choose a tag to compare

A lot of new fancy features are ready!

Haptics, improved weapon handling, a new watch and many other features should now provide a much better overall experience. The performance of the mod has also been improved dramatically. I've seen reports of going from ~50FPS to ~75FPS among the beta testers.

Only a handful of big features are left alongside the upgrade to rundown 5. I'll try get a new working version out ASAP after the update and after that we're getting real close to v1.0!

Full changelog:

  • Significant rewrite of the codebase, so if you want to contribute it should be a bit easier ^^
  • Config defaults for new rendering tweaks should now give an up to 50% performance increase with very little change in visuals!
  • Added post processing tweaks (disabling some effects gives a great performance boost!)
  • Added haptics on shooting weapons, receiving damage, reloading and charging C-Foam launcher
  • Added better looking in-game watch (By MrKerag, thanks for the great model and textures!)
  • Added improvements to double handed aiming (works off gun grip instead of bringing hands together), improved handling
  • Added Push to talk binding
  • Added improvements to the way resolution is handled in-game (screen liquid effects and UI resolution will now always be correct)
  • Added controller rotation offset option that now defaults to 12 degrees, should make weapon holding more comfortable
  • Fixed rejoin blackscreen bug
  • Interaction UI will now be move much more smoothly
  • Laserpointer will now feel smoother
  • Fixed weird head flashlight rendering and offsets
  • Added shooting haptics strength and toggle config options
  • Added laserpointer color and toggle config options
  • Added recentering play area on smooth turn and a config option for it
  • Added post-processing tweaks for bloom, vignette and eye adaptation

Hotfix for overlay controller aiming.

11 Apr 16:20
Compare
Choose a tag to compare

There have been reports of issues with the cursor in the main menu not being able to reach the extents of the overlay.

Since this is quite the annoying issue I decided to fix it and release a hotfix for it immediately. The issue should now be resolved.

Changelog:

  • Fix for controller interaction in main menu/map

GTFO VR is back!

10 Apr 15:40
be63212
Compare
Choose a tag to compare

It's been a while, but modding in Il2CPP has finally gotten manageable, so GTFO VR has finally been made possible again.

Be sure to follow the new install instructions closely!

Keep in mind that the mod WILL break in R5 so you'll have to wait a bit before it's updated again. It should only be a few days, up to a week maybe tops this time around though ^^

Changelog:

  • Works in Rundown 4/Il2CPP now!
  • Rendering has been revamped, so expect a much smoother experience!
  • There is a new experimental rendering tweak available (only use it if you absolutely must)