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Releases: Naragorn/OBVR
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OBVR 0.2.2
Fixes the picture splitting horizontally in interiors. After the HUD pass the second eye kept a cut-down viewport, so on headsets with a tall frame (like the Varjo Aero) only the upper part of the picture was drawn indoors. Outdoors the engine reset it by itself, which is why it only happened inside. Every eye now starts with the full frame.
Also new: the 32-bit openvr_api.dll is now included in the archive, so you no longer need to copy it from SteamVR yourself.
Installation: Close Oblivion and replace the files from your previous OBVR installation with this release. Launch the game through obse_loader.exe.
OBVR 0.2.1
Fixed the remaining sneak-eye fragment displayed in the Oblivion main menu.
OBVR 0.2.0 — Rendering fixes & MenuQue settings
This update improves foliage and water rendering in VR and moves the in-game settings menu to MenuQue.
- Fixed foliage orientation and visibility issues when looking around.
- Improved water reflections so they remain stable during headset movement while preserving animated waves.
- Moved OBVR's in-game settings to MenuQue.
- Disabled Full VR selection and marked it "Under construction."
- Fixed the sneak icon appearing in the main menu.
- Fixed main-menu recentering not carrying over when loading a save.
- Fixed water reflections and stereo player rendering after toggling reflections off and on in-game.
Installation: Close Oblivion and replace the files from your previous OBVR installation with this release. Launch the game through obse_loader.exe.
OBVR 0.1.3
Fixed: with the launcher's antialiasing on, the headset stopped at the first world frame while the game kept playing on the monitor (reported on Nexus with 8x AA). The frame is now resolved into a single-sample copy before it goes to SteamVR. Confirmed in a headset with 8x antialiasing.
No INI changes; an OBVR.ini from 0.1.1 or 0.1.2 keeps working. Install as before: xOBSE, DXVK's 32-bit d3d9.dll, extract the zip into Data, SteamVR's 32-bit openvr_api.dll into Data/OBSE/Plugins/.
OBVR 0.1.2
The build after the first outside report. Same as 0.1.1 apart from one fix and one INI note.
Fixed: no picture in the headset once the world appeared, on a Quest 3 through Air Link (reported on Nexus Mods). Menus and loading screens are shown as a flat "cinema" picture centred on each eye's own view axis. On lenses that put that axis far off the middle of the eye texture (62% and 38% of the width on that headset), the picture at MenuScale=0.9 reached past the edge in both eyes; DXVK refused the copy, OBVR fell back to its old test pattern, SteamVR answered that with error 105 for one eye, and OBVR stopped sending frames for the session - the headset stayed on SteamVR's loading view while the game kept playing on the monitor. The log ends in "linear stretching was refused" and "Submit returned 105 (left 0, right 105)".
Now the picture shrinks, for both eyes alike, until it fits both; the log says so ("Mirror: the flat picture is shrunk ..."). A copy that still fails shows the plain picture instead of the pattern, so a fallback's own failure can no longer stop the game's picture.
INI: a note under MenuScale explains the cap. Your existing OBVR.ini from 0.1.1 keeps working; nothing changed in the keys.
Install (details and Mod Organizer 2 in the README):
- xOBSE 22.13 or newer.
- DXVK's 32-bit
d3d9.dllnext toOblivion.exe. - Extract
OBVR-0.1.2.zipinto Oblivion'sDatafolder. - Copy the 32-bit
openvr_api.dllfrom SteamVR (bin/win32) intoData/OBSE/Plugins/. - Start SteamVR, then the game through the OBSE loader.
Reporting: open an issue with OBVR.log and OBVR.log.prev from the Oblivion directory attached.
Known: the recenter key does nothing during the intro films; text entry needs the keyboard; Oblivion Reloaded and its derivatives are incompatible. The standing experience with motion controllers is in the code, off, and under construction.
License: GPL-3.0.
OBVR 0.1.1
Same build as 0.1.0 with the defaults set to what it was tested with, after the first public build was confirmed working.
Changed defaults (OBVR.ini, and the built-in defaults follow):
Crosshair=1: the depth crosshair is on.CrosshairInThirdPerson=1: shown in third person as well.CrosshairOnlyWhenNeeded=1andCrosshairOnlyWhenNeeded3rdPerson=1: in both views it appears only while something activatable is under it or a weapon or spell is readied.EyeSeparationScale=1.0: the headset's own eye distance, geometrically true. Raise it for the depth boost; the README explains what it does.CrosshairTooltipsAboveName=0stays off.
If you already have an OBVR.ini from 0.1.0, either take the new file or change those lines; the file is hot reloaded.
README: describes EyeSeparationScale (OBVR's version of PrimaShock's OpenXR Toolkit depth boost, done by moving the camera per eye) and mentions alternate eye rendering (Stereo=aer) as the second stereo mode.
Install (details and Mod Organizer 2 in the README):
- xOBSE 22.13 or newer.
- DXVK's 32-bit
d3d9.dllnext toOblivion.exe. - Extract
OBVR-0.1.1.zipinto Oblivion'sDatafolder. - Copy the 32-bit
openvr_api.dllfrom SteamVR (bin/win32) intoData/OBSE/Plugins/. - Start SteamVR, then the game through the OBSE loader.
Reporting: open an issue with OBVR.log and OBVR.log.prev from the Oblivion directory attached.
Known: the recenter key does nothing during the intro films; text entry needs the keyboard; Oblivion Reloaded and its derivatives are incompatible. The standing experience with motion controllers is in the code, off, and under construction.
License: GPL-3.0.
OBVR 0.1.0
First public test build of OBVR: native VR for the original Oblivion (2006) as an xOBSE plugin, on SteamVR through DXVK.
What this build is for: the seated experience. Dual-pass stereo at the headset's resolution, 6DoF head tracking, head-based aiming in first and third person, one crosshair at the right depth, HUD, menus and dialogue in the headset, OBVR's own settings menu, a first-start walkthrough. Everything under "What works" in the README has been confirmed in one headset on one machine; everything else is what your report is for.
Not in this build: the standing experience with motion controllers. It is in the code, off, and marked under construction wherever it is offered. It is not working as intended.
Install (details and Mod Organizer 2 in the README):
- xOBSE 22.13 or newer.
- DXVK's 32-bit
d3d9.dllnext toOblivion.exe. - Extract
OBVR-0.1.0.zipinto Oblivion'sDatafolder. - Copy the 32-bit
openvr_api.dllfrom SteamVR (bin/win32) intoData/OBSE/Plugins/. - Start SteamVR, then the game through the OBSE loader.
Reporting: open an issue with OBVR.log and OBVR.log.prev from the Oblivion directory attached. The bug report form asks for the rest.
Known: the recenter key does nothing during the intro films; text entry needs the keyboard; Oblivion Reloaded and its derivatives are incompatible.
License: GPL-3.0.