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Releases: DeployAbi/GTAVR

GTAVR Legacy 0.11.19 - wheel input and setup fixes (test)

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@DeployAbi DeployAbi released this 22 Sep 19:30

GTAVR Legacy 0.11.19-ffb-test fixes wheel and pedal input that captured correctly in the EXE but was erased during in-game VR body updates. It also replaces the old setup helper with a read-only checker and prevents Verify from executing a mismatched helper.

This is the exact locally tested and Defender-scanned candidate, published as a prerelease. It requires GTA V Legacy 1.0.3889.0, Story Mode only.

Scan status (2026-09-22): local and GitHub Microsoft Defender scans
reported no threats; ClamAV reported zero infected files. The
VirusTotal report
for the same EXE reports 9 detections, 62 undetected and 4 unsupported,
including a Microsoft Trojan:Win32/Wacatac.C!ml verdict. These mixed results
are not established false positives. See the
recorded results and
completed CI run.
A successful CI run means the scans/report lookup completed, not that every
VirusTotal engine returned no detection.

Wheel and pedal input

  • Fix controls that capture correctly in the EXE but do nothing in the car.
    An optional VR body update could erase accepted wheel/pedal input when VR
    hands were inactive, including Gamepad mode. Physical steering, throttle
    and brake now remain active independently of VR hand tracking.
  • Read separate DirectInput steering bases and pedal hubs, including axes
    unavailable through the older joystick interface. Calibrate steering
    center/limits and each pedal's rest/full-press travel, including inverted
    axes. Existing calibrated bindings are preserved.
  • Include vehicle-only radio bindings and optional Simucube 2 centering and
    telemetry-based road/engine force. Force-direction inversion, a 300 ms
    engagement ramp and an always-on runaway watchdog are included. Start low;
    the configurable maximum is 100% of DirectInput nominal, subject to the
    base's own gain. ActivePedal motor effects and a gearbox are not included.
  • Include the launcher force test and full-travel pedal calibration.
    Physical force feel and other hardware remain UNVERIFIED.

Startup and rendering

  • Decode UTF-16 Social Club logs so the startup observer can recognize the
    current session's UI readiness. Online/BattlEye protection remains unchanged.
  • Preserve cached game rendering state during source-image resize and accept
    sparse menu frames. Retain the vehicle-attached VR camera.
  • Hold VR camera ownership through brief transient vehicle/startup blockers;
    protection, pause, cutscene and foreign-camera blockers still release it
    immediately. Add AER cadence and device-input diagnostics.

Installer and verification

  • Replace the distributed developer injector with a dedicated read-only
    setup checker. Manual process injection, process launch, file staging and
    settings writes are excluded from that binary. Normal Story Mode loading
    continues through the proxy loader.
  • Stop Verify/Check Setup from executing an old helper after installed
    payload hashes fail verification. Use Install / Update Everything first.
  • This follows a Defender quarantine of the older GTAVOVR.exe helper as
    Trojan:Win32/Wacatac.C!ml. That older detection is not established to be a
    false positive. No quarantined file was restored or antivirus setting changed.

Validation and limits

  • The core/bridge are the tested 0.11.18 pair: 722 native tests passed, zero
    failed, one optional GPU benchmark skipped; 224147 checks. Camera/input
    integration: 10 tests / 2478 checks; camera client: 4 tests / 68 checks.
  • Read-only checker import/profile audit and 30 preflight cases passed;
    recompiled launcher binding/UI fixtures passed 205 checks.
  • Proxy-loader smoke, installer/runtime/title/scope self-tests and the
    46-file package audit passed. All six embedded native payloads were verified.
  • Local Microsoft Defender scans found no threats in the exact EXE, ZIP and
    extracted package on 2026-09-22, engine 1.1.26080.3, signatures 1.459.330.0.
    See scan receipts; public CI results are separate.
  • In-game/headset acceptance of this exact candidate remains UNVERIFIED.
    This is a test release for GTA V Legacy 1.0.3889.0, Story Mode only.

Close GTA, run Install / Update Everything, then Verify, then
Play Story Mode. See wheel setup. The withdrawn 0.11.12
release remains withdrawn.

Download

GTAVR-Setup-and-Play.exe — the only uploaded release attachment.

SHA-256: 6C13F5B99024DDE2FCA448BEC3D9723C4784A11B7A4B48F57BC7A493222B0295.

The mod's C++/C# source is not published in this distribution repository. GitHub automatically displays “Source code (zip)” and “Source code (tar.gz)” links for the release tag; those are snapshots of this distribution repository, containing its EXE, documentation and scan configuration, not the game's mod implementation.

GTAVR 0.11.10

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@DeployAbi DeployAbi released this 21 Sep 16:45

TL;DR

  • Bind your gamepad, steering wheel or pedals from the exe. Every row of the Bindings dialog has Click to bind: click it, then press or move the control you want (button, trigger, stick, wheel axis, pedal, hat) and it is bound and named. The dialog lists the devices it sees. A wheel axis keeps its resting position and direction, so steer left / steer right are two turns of the same wheel and a pedal that rests at full travel works. A bound device drives in every input mode, including Gamepad.
  • The car no longer flickers between two positions in AER / geometric: the camera rides the vehicle instead of being placed by coordinates each script tick.
  • Uninstall says what it could not remove (file, reason, the program holding it) and keeps its marker so a retry finishes the job. The launcher's log is saved to %LOCALAPPDATA%\GTAVR\launcher.log.
  • Everything from 0.11.9 (VR press-to-bind, click or "more or less", driving set) is included.

Details

  • Bindings file format 3 (%LOCALAPPDATA%\GTAVR\input-bindings.ini): deviceN / driveDevN descriptors (xi:<pad>:<control>, joy:<id>:<control>:<rest>); version 1 and 2 files load with no device bound. The VR controller control of each row stays as a second source; the game takes whichever is pressed further, and "more or less" applies to both.
  • The game polls only the devices you bound (XInput and Windows game controllers), retries a disconnected one every second, and logs a per-second [device-input] line.
  • Click on a device trigger, axis or pedal = half travel; "more or less" passes the travel above 5%.
  • In-game, the Bindings tab shows the device control under each VR control with an "x" to remove it; capture itself is in the exe.

Known limits. In-headset and in-car behaviour of this build is unverified by the author at release time. Requires GTA V Legacy build 1.0.3889.0. Unsigned, so SmartScreen will warn.

SHA-256: 58EF877EEEA88CB09F833817D80680BB72984B919096AEC28B46F7008F5119AD

🛡 VirusTotal GitHub Action analysis:

GTAVR 0.11.9

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@DeployAbi DeployAbi released this 21 Sep 16:06

TL;DR

  • Bindings capture the control you press. Click an action, release everything, press the trigger, grip or button you want: it is bound. No more dropdown.
  • Click or "more or less" per binding. A trigger or grip can be a click, or pass how far you pull it.
  • Driving set behind "Use steering wheel / pedals to drive cars". Steer left, steer right, accelerate, brake, handbrake, each capturable and click-or-analog. Switch it in the exe's bindings dialog or in the in-game Controls section. Defaults: grips steer, triggers are the pedals, A is the handbrake.
  • Everything from 0.11.8 (HUD, controllers, no 2 fps freeze, frame-budget source, smooth turning, head-follow, analog pedals) is included.

Details

  • Bindings file format 2 (%LOCALAPPDATA%\GTAVR\input-bindings.ini): per-action analogN, driving, driveN, driveAnalogN; version-1 files load with the driving defaults. The launcher and the in-game overlay write the same file.
  • With the driving set off, vehicles behave as in 0.11.8: the stick steers and the aim / fire triggers are analog pedals.
  • The stick click that recenters the view cannot be captured; Escape or 15 seconds cancels a capture.

Known limits. In-headset behaviour of this build is unverified by the author at release time. Requires GTA V Legacy build 1.0.3889.0. Unsigned, so SmartScreen will warn.

SHA-256: B6A7AA2726D9E1D0D82AAB7AEA622129D739C9FD055B6ECF933210730326A8E3

🛡 VirusTotal GitHub Action analysis:

GTAVR 0.11.8

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@DeployAbi DeployAbi released this 21 Sep 15:43

TL;DR

  • HUD is back. Every HUD element the game draws (radar, street name, health and weapon bars, text, markers) is captured into the lens HUD whatever shader it uses. Overlay switch: Capture every HUD draw (catch-all).
  • Motion controllers work. A released hand arms on its own; an absent, asleep or held second controller no longer blocks the first.
  • No more 2 fps freeze when Depth stereo engages. The first Smooth frame stalled the game long enough for the camera lease to expire and cascade; the lease now survives a stall, and the Smooth shaders and warp mesh are prepared before the first frame.
  • Frame rate = game pixels. The mod costs about 1 ms per frame; the game's own GPU time is about 0.75 ms per megapixel. The installer now sets a 3600x3600 source (about 90 Hz on a 5090); raise it in the launcher if your rate holds.
  • Smooth turning by default (snap turn stays in Comfort). The character follows your head when you look more than 60 degrees away on foot, without the view jumping. Analog pedals: half a trigger is half throttle or brake. Press to bind in the Bindings tab captures the control you press.
  • Motion blur is off in VR and the scripted camera keeps first-person animations.

Details

  • HUD: the 0.9.7 shader-hash list matched only the minimap stencil mask on today's graphics stack. The capture is now structural: after the finished scene lands in the backbuffer, every draw made with the game's UI depth buffer bound is HUD; post passes (no depth target) are never captured, so a two-triangle scene quad or an upscaler pass cannot split the image. hudCatchAll=0 disables it.
  • Controllers: the input gate required both hands valid and a fully neutral moment; on Touch the idle controller reports inactive. Independent-hand arming is what shipped.
  • Performance: the device-status DXGI_PRESENT_TEST presents pass through before any VR work; the hot constant-buffer hooks ignore the game's draw-list worker threads; the depth-convention and near-plane probes (which blocked on a GPU readback) are replaced by an exact read of the scene projection the game uploads; the [gpu] log line now also reports the CPU time spent in the Present hook.
  • Bridge: the camera lease credits a whole-process stall (script tick gap) instead of reading it as a dead producer; motion-blur scaling and cap are zeroed each tick; the scripted camera is flagged first person while the game is in first-person view.
  • Launcher: reports at Play whether settings.xml will be regenerated by the game (version or video-card string mismatch), which is what silently reset graphics settings before.
  • Settings this build writes: gameResolutionScale=2.25, launcher startup size 3600x3600, snapTurning=0, headFollowDeg=60. Everything else is preserved.

Known limits. In-headset behaviour of this build is unverified by the author at release time; the frame-rate numbers come from the session logs of 2026-09-21. The Smooth right eye is still synthesized from one image (transparents and reflections are approximate). Requires GTA V Legacy build 1.0.3889.0. Unsigned, so SmartScreen will warn.

SHA-256: 2FCD5A33FB2CF9E935A243C2F54B507B83B5011D2A34679EF3BCD0914A394350

Security scan of this exact file runs on GitHub's runners on release (public log under Actions); the per-version record lands in scans/v0.11.8/ once the verdicts are in.

🛡 VirusTotal GitHub Action analysis:

GTAVR 0.9.7

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@DeployAbi DeployAbi released this 04 Sep 14:52

Fixes

  • Smoother while driving. The mod read back a frame-identification marker from the current frame every Present, which made the CPU wait for the GPU to finish the whole frame. That serialized the two and cost 10-25 fps whenever both were busy — driving through the city. The marker is now read a frame late without waiting, and the render delay it measures is predicted instead. The per-draw HUD hooks were also querying render-target state on every single draw call; they now track it once per render-target change.
  • Aiming works. The game's own crosshair never appears under a scripted camera, and the gameplay camera — which owns the aim direction — only followed the head while the left grip was held, so with mouse and keyboard the shot went along the mouse pitch while you looked elsewhere. Now, while aiming (the game's aim camera, or the right mouse button), the gameplay camera follows the head: the shot goes where you look. The reticle is a small GTA-style dot with a dark rim, shown only while aiming. headSteerMode 0/1/2 (grip only / while aiming / always), aimReticleAlwaysOn=1, aimReticle=0 in gtavr_settings.ini.
  • HUD capture no longer depends on a shader list. Everything the game draws to the screen after the finished scene is now captured into the HUD layer, whatever shader draws it. The minimap content and the health bar under it are composited like the rest.
  • Smooth stereo: new right-eye synthesis. The previous per-pixel search could not resolve object edges and left the player doubled in the right eye. The right eye is now built by warping the left image as a depth mesh with a real depth test: a background layer under a foreground layer, with the stretched triangles at silhouettes removed. smoothSynth=0 restores the old method; smoothMeshStepPx tunes the grid.
  • Smooth depth scale measured, not assumed. The game's near plane (0.15 m) and its depth convention are measured live from the player's head position; the previous 0.1 m guess made every parallax 1.5x too large.
  • Black landing page after 0.9.2 fixed (the reticle leaked D3D state into the game's next frame).
  • Minimap fill was dropped by the HUD composite (the game writes it with zero alpha); it is rescued now.
  • Settings survive the in-headset overlay. Saving from the overlay used to drop every advanced key it does not own; they are kept under [Advanced].
  • Overlay mouse smoothing on tall game windows.

Diagnostics in this build (they are on by default and cost nothing noticeable): a per-second [gpu] line in the log splitting the frame between the game's render and the mod's passes, [hudstat] counters for the HUD capture, and one automatic screenshot set of the backbuffer, HUD layer and both eyes to %TEMP%\gtavr_dump 25 s into gameplay (autoDump=0 disables). If something still looks wrong, the log and that folder are what to send.

Requires GTA V Legacy build 1.0.3889.0. Unsigned, so SmartScreen will warn.

SHA-256: 8E911581F18E5D85AB7111E35081D8A7D4EDAC225D60FBDD3B2FF5F948473194


Security scan of this exact file (on GitHub's runners, public log: https://github.com/DeployAbi/GTAVR/actions/runs/33886946940)

Engine Signatures Verdict
Microsoft Defender 1.1.26080.3 1.459.49.0, updated at scan time no threats
ClamAV 1.5.3 db 28113, 3,628,042 signatures 0 infected
Checksum sha256sum -c SHA256SUMS.txt OK
VirusTotal, 75 engines report 62 clean (Kaspersky, ESET, Bitdefender, Avast, Sophos, CrowdStrike, SentinelOne, Trend Micro, Malwarebytes ...), 9 flagged, all nine machine-learning/heuristic labels (Wacatac.B!ml, ML.Attribute, Krypt ...), no malware family named

Build attestation: clean worktree, no game assets, no ScriptHookV embedded, package audit PASS, 197/197 unit tests. Full record: scans/v0.9.7/RESULTS.md. What the program touches and how to verify it yourself: SECURITY.md.

GTAVR 0.9.2

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@DeployAbi DeployAbi released this 03 Sep 18:02

Fixes

  • Aim reticle is back. GTA suppresses its own crosshair whenever a scripted camera is active, and the mod drives one permanently — so the game never drew one at all. The mod now supplies a reticle at the real aim direction, converged at the same distance as the HUD. aimReticle=0 in gtavr_settings.ini disables it; aimReticleSize / aimReticleAlpha shape it.
  • Smooth no longer duplicates the player in the right eye. The depth-synthesized eye fills disoccluded pixels — the strip an object was hiding — and it was filling them with the occluder itself, painting a second copy of the character into the gap it should have vacated. It now falls back to the background behind the silhouette.
  • World Scale works in Smooth. It was inert there: the slider scaled the game camera but not the reprojection baseline, so stereo strength never actually changed.

Requires GTA V Legacy build 1.0.3889.0. Unsigned, so SmartScreen will warn.

SHA-256: 1C145019A138CD73C479FC5BBBD58B1F2EA9806B558690A64836490090F654EF

GTAVR 0.9.1

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@DeployAbi DeployAbi released this 03 Sep 17:54

VR for GTA V Legacy, Story Mode only.

Requires GTA V Legacy build 1.0.3889.0 - the pinned ScriptHookV loads on that build only, and the launcher checks yours on the first screen.

Run as administrator, pick your game folder, Install / Update Everything, then Play Story Mode. VR engages about a minute after the world loads.

ScriptHookV is not redistributed: the installer downloads it from its official publisher and verifies SHA-256, or picks up ScriptHookV_3889.0_1158.13.zip placed next to the exe for offline installs.

Unsigned, so SmartScreen will warn.
SHA-256: 9DAF38C12B34AC903DF8F583F9B6E6DDD7524F8E7A7C2193C690A2511E8DB695

See the README for known issues - no aim reticle yet, and Smooth mode has spatial artifacts on near objects.