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OBVR 0.1.1

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@Naragorn Naragorn released this 05 Sep 09:45
· 651 commits to main since this release

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=1 and CrosshairOnlyWhenNeeded3rdPerson=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=0 stays 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):

  1. xOBSE 22.13 or newer.
  2. DXVK's 32-bit d3d9.dll next to Oblivion.exe.
  3. Extract OBVR-0.1.1.zip into Oblivion's Data folder.
  4. Copy the 32-bit openvr_api.dll from SteamVR (bin/win32) into Data/OBSE/Plugins/.
  5. 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.