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GTAVR 0.11.8

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@DeployAbi DeployAbi released this 21 Sep 15:43
· 8 commits to main since this release

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.

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