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Releases · Ezinor/CasualtyVR
CasualtyVR 1.2.0
1.2.0 — 2026-10-07
First person
- Performance:
- Default scene: from 40 to 90 fps. The view distance is now limited (setting View distance, 60 blocks), and the
light, wall and object handling is range-limited. - Crowded layers: 84 fps, against 86 in the diorama.
- Default scene: from 40 to 90 fps. The view distance is now limited (setting View distance, 60 blocks), and the
- Smooth fog: fog grows smoothly with distance on foggy layers and with void sides, and now also covers creatures
and items. It uses a custom shader built for the game's own render pipeline. - Rain: rain falls around you on rainy layers. The game's flat rain overlay could not be seen from inside the
world. SettingDiorama.Rain. - Running speed: 80% of the game's speed by default (setting Movement speed). The flat game and the diorama
always use the game's own speed, including straight after you switch out of first person. - Your body no longer blocks the view when you set off running. The game leans the character forward as it
speeds up and towards where it looks; your drawn body now stays upright under your eyes, and the view no longer
drops when you look down. The view still follows the character down when it crouches or ducks under a low
ceiling. - Both legs show, side by side (they were drawn one inside the other).
- Speech is readable: what your character says is a caption in front of you (it was inside the side wall), and
other characters' speech, damage numbers and tutorial text turn to face you. - No highlights by default: the game's striped marker on the block you aim at and its outline on items and
objects are off in first person. Setting Highlight under your hand (Off / Blocks only / Items and blocks).
Minigames
- Lockpicking lines up: in VR the tip of the pick (or your finger) is exactly where it acts. The pick has to start
on a thin ring, and the click landed below the drawn tip, so aiming with the tip mostly missed. - The default minigame hand offset is now 0 / 0, the game's own placement (saved settings are kept).
VR settings
- Reset page on every page (press twice). The first-person and passthrough on/off switches are left as they are.
- Fewer, clearer rows: a switch and its amount share one row that shows Off or the amount (controller hands,
object depth, character thickness, liquid depth, your arms and body, vibration, which gains a strength setting).
One cursor size row; turning and its speed in one row; the void's darkness in the tunnel sides row.
Thickness layers is now only in the config file. - Recenter is a button at the top of every page. The mod version is shown at the bottom.
- The Controls page names actions as the game's own key-bind settings do, in the game's language.
- The game's tooltips and hover labels no longer pop up over the settings.
Compatibility
- More controllers: button layouts for Valve Index, HTC Vive and Windows Mixed Reality controllers, and HP Reverb
G2 controllers where the runtime supports them (until now only Meta Touch and a minimal fallback). See the README. - Canted displays (Index, Pimax): the view direction is the middle of both eyes.
- No Visual C++ runtime needed: the native part no longer depends on the Visual C++ redistributable.
- More runtimes: a graphics-adapter mismatch reported by the runtime is no longer fatal by itself (translation
layers such as Proton can report it wrongly), and runtimes that only offer BGRA images are supported. - Linux (Proton): README section (BepInEx needs
WINEDLLOVERRIDES="winhttp=n,b" %command%). Untested. - When VR cannot start, a message on the game window says why: no OpenXR runtime, no headset, a laptop running the
game on the wrong GPU, or the game not using Direct3D 11. VR also refuses to start safely under-force-vulkanor
-force-d3d12. - The game window is no longer moved to another monitor by default (
Window.PreferredDisplayis empty unless set).
Also
- Every layer modifier checked in VR (Foggy, Warm, Hot, Cold, Freezing, Flooded, Dry, Rainy, Infested, Ionized,
Unchipped).