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Releases: Destroyjevski/SuperMario3DWorld-VR
Release list
Super Mario 3D World VR - Alpha 1.41 Hotfix
Alpha 1.41 Hotfix
- Fixes VR stopping after roughly ten minutes, depending on the refresh rate.
- Keeps rendered frames matched to their original headset poses when the internal
pose tokens wrap, and rejects expired pose-history entries.
Offline regression tests passed for 24 simulated hours each at 60, 90, 120 and
144 Hz, including 544 token wraps.
Super Mario 3D World VR — Alpha 1.4
Alpha 1.4
OpenXR compatibility and colours
- Integrates Anakins' swapchain-format and HUD texture-import fix for runtimes
that offer an sRGB swapchain instead of the requested UNORM format. - Corrects eye and HUD colour transfer when the runtime requires sRGB,
addressing the darker, oversaturated image. The existing UNORM path is preserved. - Retains the current OpenXR start-up and recovery behaviour.
USA support
- Both the VR and FPS graphic packs now support USA v1 as well as European v0.
- Supported modules: European
D2308838and USABBAF1908. The code, data and
relocation layouts were compared before enabling the USA module.
First-person movement
- Left-stick movement follows your horizontal head direction combined with
right-stick turning. Light smoothing softens small heading changes without
changing movement speed. Looking up/down and head tilt do not steer movement. - Enabled automatically in first-person gameplay with a gamepad or VR
controllers. Diorama, world-map and menu movement retain their existing behaviour.
Visibility and transitions
- Hides distant pipes and route details that appeared above the World 1 map.
- Separates the bonus-world map planes and filters associated foreign models
and particle effects while retaining neighbouring areas on the current plane. - Hides the detached room beside World 2 and during pipe travel from World 1;
retains it when entering its own area. - Corrects visibility of the remote bonus room in the first level, preventing
it from being brought into view solely by the expanded VR visibility test. - Removes the distracting cyan screen flare in the first level.
- Moves title confirmation and file-selection transitions onto the complete
menu canvas so the iris effect is presented with its scene.
All three camera modes, VR-controller bindings, the D-pad gesture, selectable
mode-switch button, stereo-lighting corrections and FPS options are retained.
See CREDITS.md for contributions and
KNOWN-ISSUES.md for current limitations.
Alpha 1.3
Alpha 1.3
An early alpha release. The changes below build on Alpha 1.2.
Camera
- A third view, the close diorama: the diorama from half its distance, with
the same direction, head tracking and scale. The mode switch now steps from
the diorama to the close diorama, then to first person, then back; every
step resets camera turning and recentres head position, as before. Like
first person, the close diorama applies in levels; intro and world map keep
the diorama.
Lighting
- The known eye-dependent lighting mismatch is fixed. Since the first alpha a light could sit
on the left wall in the left eye and on the right wall in the right eye,
most visibly in small enclosed stages. The game's screen-space passes - the
light pre-pass, glare, depth of field and indirect light - read the camera
and the projection from the renderer's view data, which still held the
game's own symmetric projection while each eye had been drawn with its own
frustum. The VR graphic pack now hands those passes the eye's camera and
projection as well, and puts the game's own back before the game's logic
runs. Shadows are unchanged.
Start-up
- The VR layer initialises OpenXR in two phases: the runtime, the headset and
the view configuration are prepared at the first frame Cemu presents, and
the session, the swapchains and the image transport follow as soon as the
first complete stereo pair reports its size and format. Cemu rebuilding its
own swapchain at start no longer tears the OpenXR session down, and a
runtime that is not ready yet is retried instead of failing the start.
Compatibility
Unchanged: Cemu 2.6 on Windows x64 with Vulkan and an OpenXR runtime, European
base game v0, title ID 0005000010145D00, module checksum D2308838.
Read KNOWN-ISSUES.md before use.
Alpha 1.2
Alpha 1.2
An early alpha release. The changes below build on Alpha 1.1.
VR controllers
- The VR controllers act as the Wii U GamePad. The layer publishes both
controllers, and the game profile writes them into the pad state before the
game reads it. Cemu's input configuration is not involved at any point. - Buttons:
- left hand: X to X, Y to Y, trigger to ZL, grip to L, menu to Plus,
stick click to Minus - right hand: A to A, B to X (run), trigger to B, grip to R
- left stick moves, right stick looks
- left hand: X to X, Y to Y, trigger to ZL, grip to L, menu to Plus,
- D-pad: hold the left controller close to your head. While it is there the
right stick acts as the D-pad and stops turning the view. A short pulse in
that controller confirms the gesture has engaged. - Pad and controllers work at the same time, button by button. A controller
stick at rest leaves the pad's own value alone. - B on the right hand is the run button rather than a second jump, so that
running does not need the hand that is already pushing the stick.
Switching between diorama and first person
- The button is selectable in Cemu's settings for the graphic pack: right
stick click (default), left stick click, either of the two, ZL and ZR
together, L and R together, or Minus. - The right controller's stick click switches as well.
View
- First person keeps the horizon level. The view no longer inherits the game
camera's tilt, so walking up a staircase no longer tips it forward. - The extra visibility test now uses the same camera and the same prepared
pose as the picture. Objects no longer appear only after a mode switch. - The near clip plane in first person moved from about 67 to about 7
centimetres. Standing against a wall no longer cuts a strip out of it. - The player model is hidden in first person.
Image
- The game's depth of field is off.
- Its flare filter is off - the coloured smears that lay over the whole
picture. - Its god rays are off.
These effects are disabled to reduce blur and visual artifacts in VR.
What the controllers need from Cemu
Nothing has to be mapped. The controller state comes from OpenXR through the
VR layer and is written into the pad the game reads, so no button and no stick
needs an assignment in Cemu's input settings.
One thing does matter: emulated controller 1 has to be a Wii U GamePad.
The game asks for a GamePad and for the other controller types through
different paths, and only the GamePad path carries the controllers.
Compatibility
Unchanged: Cemu 2.6 on Windows x64 with Vulkan and an OpenXR runtime, European
base game v0, title ID 0005000010145D00, module checksum D2308838.
Read KNOWN-ISSUES.md before use.
Alpha 1.1
Alpha 1.1
Added
- Switch between Diorama and First Person in a level with R3 (right-stick click),
without restarting Cemu. - Each switch resets camera turning and recentres headset position.
- Continuous 360-degree right-stick turning in First Person; R3 handles reset.
Launcher
- One launcher,
Start-VR.cmd, starts in Diorama; R3 switches modes in game. - Verbose Cemu debug logging is disabled for the session and restored on exit.
Compatibility and existing alpha limitations remain unchanged.
Alpha 1.0
Alpha 1.0
Initial alpha release of Super Mario 3D World VR for Cemu.
Included
- Stereoscopic rendering and 6DOF head tracking through OpenXR.
- Diorama mode.
- Experimental first-person mode, with free stick turning
and movement relative to the stick-turned view. - VR camera framing for the opening cinematic in both modes.
- Room-anchored HUD and menus.
- FPS presets for 60, 90, 120 and 144 FPS, with gameplay updates near 60 Hz.
- Windows session launchers, source code, build instructions and license notices.
Compatibility
Cemu 2.6 on Windows x64 with Vulkan and an OpenXR runtime. Targets the European
Wii U base game v0: title ID 0005000010145D00, module checksum D2308838.
Limitations
The mod remains incomplete. Read KNOWN-ISSUES.md before use.