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GTAVR 0.9.7
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.
headSteerMode0/1/2 (grip only / while aiming / always),aimReticleAlwaysOn=1,aimReticle=0ingtavr_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=0restores the old method;smoothMeshStepPxtunes 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.