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v0.10.3
This release carries two versions of work: v0.10.2 (never published) and v0.10.3.
Performance (VR)
- The mod's own cost per eye went from about 1.5-1.8 ms to 1.1-1.3 ms (ATS VR, 72 Hz, RTX 5090).
- The old camera-motion fallback no longer restarts on a single bad frame (
mv_cons_fail_tol, default 2). Before it was on in about 80 % of frames for nothing. - No more hitch when a new mirror appears while driving (10-36 ms before). Mirror units are now built on the loading screen from the sizes seen in earlier sessions, and at most one per frame after that.
- The per-part vote grid covers only the eye's own DLAA area (
mv_area_clip). Small gain, about 0.05 ms per eye. - Camera-only mirrors. New key
mirror_mv = parts | camera. Camera motion costs about 0.15 ms per mirror instead of 0.4 ms. The Mirror DLAA row now has 7 states: off, 1 mirror, 1 mirror camera, 2 mirrors, 2 mirrors camera, all, all camera. Beeps: 1, 2 or 3 = how many mirrors; high pitch = part motion, low pitch = camera motion. - The fps box's own GPU cost is now measured and shown in its menu row (per frame). It is far below 0.1 ms, so leaving it on costs nothing you can feel.
- The VR menu is no longer painted into both big eye pictures every frame. It is drawn once at a small native size.
New: the VR menu and fps box are real OpenXR layers
- In VR the tuning menu and the fps box are drawn as separate OpenXR quad layers. The headset's compositor places them itself, so they are rock steady: no more swimming or jitter when you move your head, and the game's own menus (garage, dealer, map) can never paint over them.
- The menu sits at a real distance in front of you. Panel VR depth now sets that distance in metres (
menu_vr_dist, default 1.00 m). Panel faces you turns the panel (and the fps box) to face your head when you move it off centre. - FPS counter lock (
fps_vr_lock):Fixed in cabpins the fps box to one spot in the cab, like an instrument.Follow head(default) keeps it with the headset. menu_vr_layer = 0indlaa.inibrings back the old way (drawn into the eye picture). The mod falls back to it by itself if the layers are not possible.
New: buttons and binding
- Wheel and gamepad buttons as hotkeys:
key_* = Ctrl+F5, Wheel7orWheelUp/WheelDown/WheelLeft/WheelRightfor the D-pad.controller_namepicks the device. Every row in the menu can have a key and a button. - Hold to bind. Select a row in the menu, hold a key or a wheel / gamepad button for 5 s, and it becomes that row's hotkey. Saved to
dlaa.iniat once. HoldBackspaceto clear a hotkey.bind_hold_mssets the time. - The five menu keys can be rebound the same way on the new Menu keys row.
- Reset to defaults row: puts every menu setting back to how the mod ships, live and in
dlaa.ini, keeping your hotkeys and every other line. It is a hold: hold Right on the row for 5 s. A bar fills one square per second. No resets by accident. - While the menu is open the game gets no keys and no wheel buttons at all, so the truck does not react while you tune. Steering and pedals still work. Close the menu before you press
Escape.
Layout
- Two collapsible groups keep the menu short: Panel settings (position, size, depth, facing, menu keys) and FPS counter settings (lock, position, size). Right opens a group, Left closes it. Both are closed every time you open the menu.
- The panel can go down to size 0.3 (
menu_scale/menu_vr_scale).
Fixed
- VR: the panel flickered when a game menu overlapped it (the game drew its UI after our panel). Gone with the quad layers; the old path now also draws right before the picture is handed to the headset.
- VR: the depth shift (
menu_vr_depth) pushed the two eye pictures apart instead of together (the mod had the eyes swapped). Only matters withmenu_vr_layer = 0. - VR main screen with the menu open: the panel texture was rebuilt twice every frame for the desktop mirror.
Install: replace dinput8.dll in the game's bin\win_x64\ folder. Keep your own dlaa.ini if you have one: missing keys use the defaults. Take the new dlaa.ini from the zip only if you want the comments for the new keys; then copy your own key_* lines back in. New keys: menu_vr_layer, menu_vr_dist, fps_vr_lock, bind_hold_ms, mirror_mv, mv_cons_fail_tol, mv_area_clip, controller_name.
Tested: ATS in VR (OpenXR, Virtual Desktop) and flat, 2026-10-10 and 2026-10-11: the performance changes, the 7-state mirror row, D-pad bindings, quad layers, depth and facing, menu groups, hold-to-reset. Not tested: ETS2 with this build, camera-only mirrors and the vote clip in a long drive, Fixed in cab after the game's own recentre, hold-to-bind with a wheel button, HDR output with the quad layers.