World War VR v0.4.0 Beta 1
Pre-release
Pre-release
·
1 commit
to main
since this release
Beta 1 focuses on custom-map stability, stereo effects, and installation compatibility.
What changed
- Fixed a renderer-transition race that could produce
Direct3DDevice9::Present failed: Invalid callwhen a custom map or mod recreated the game’s D3D9 device or swap chain. - Preserved native Present and Reset routing across renderer recreation so World War VR can safely reconnect after a mod reload.
- Added a profile-gated stereo correction for emissive particles and smoke that could appear in only one eye.
- Added a seam-safe, per-eye bloom/glow pass for stereo gameplay, improving glowing power-ups and energy effects.
- Reduced renderer-thread logging overhead and repeated diagnostic output.
- Restored support for installations where the verified executable and game-data directory are stored separately.
- Updated the tested compatibility documentation for Meta Quest 2 and Quest 3 with Virtual Desktop.
Known caveats
- Custom maps and mods are third-party content. This update fixes the renderer transition, but not every map’s scripts or assets are guaranteed to be compatible.
- The stereo bloom pass is intentionally conservative and may not exactly match the original flat-screen bloom.
- Higher VR-quality settings can still produce performance spikes while the D3D9 CPU capture fallback is active.
- Zombies remains the primary supported mode. Campaign and Multiplayer are experimental; online multiplayer is unsupported.
- This is an unsigned beta build. Run World War VR as administrator.
Installer SHA-256: 0788326D38FE4F6EF11AD316D098693024F0994B992AF570FC6EF1B62752D073