Repository navigation
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.