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@RawBeef1237 RawBeef1237 released this 04 Nov 16:39
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• Play INFRA in VR. Full stereo 3D at your headset's own resolution and field of view, with 4x MSAA and an adjustable render scale. Any SteamVR headset works: Quest (Link, Air Link, Virtual Desktop, Steam Link), Index, Vive, WMR, Pico and more.
• Your own VR hands. Hand models on both controllers, lit by the game world, with fingers that follow Index finger tracking or your grip and trigger.
• Real items in your hands. The camera, flashlight and phone are full models held in your VR hand. The camera's viewfinder shows the live view from its lens, and the flashlight shines from its lens.
• Phone menu on the phone. Take the phone from your hip and INFRA's phone menu opens on its screen, at the same size as the flat game. Your controllers work it like an Xbox controller.
• Motion controls (work in progress). Stick movement, snap or smooth turning, room-scale movement, real-life crouching, grab and throw, and "use" aimed where your hand points (keycard readers and the opening slides work).
• Holsters. Flashlight on the left hip, phone on the right hip, camera over your shoulder.
• Post-processing in VR. INFRA's bloom, colour correction and vignette now work in the headset.
• Menus on a big virtual screen with a laser pointer, stick navigation, a floating subtitle panel, and screen mode (hold pause) to see the flat game at any time.
• Crash-safe. Anything that ever crashed INFRA switches itself off on the next start, and the log names where the crash happened.
• One-click install. install.bat sets everything up, including DXVK, OpenVR and the 4GB (Large Address Aware) patch for infra.exe. uninstall.bat undoes all of it.
• Experimental OpenXR mode that sends frames to the headset's own runtime instead of SteamVR.
• Remappable controls through SteamVR's binding editor, with defaults for Index, Touch, Cosmos, Reverb G2 and Vive wands.