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0.1.1 Beta
Performance improvements in 1.1
Compatibility / performance is now the default renderer. Beta 1 started with experimental depth stereo, which reconstructed both eyes with two additional full-resolution shader passes every frame. The new default makes one exact copy of the completed gameplay frame to both eyes, reducing GPU work and producing a sharper image on systems that previously reported 30–40 FPS and blur.
Experimental depth stereo is opt-in. It remains available in launcher Options for powerful GPUs and comparison testing, but no longer lowers the out-of-box performance of the public build.
The expensive persistent-object culling scan remains disabled. That scan could cause a severe startup hitch lasting several minutes. The lighter hardware-occlusion correction stays enabled for gameplay visibility.
VDXR gameplay now fails visible. If strict camera/capture matching is not accepted by a particular GPU or driver, the mod switches to a direct full-view OpenXR gameplay submission instead of leaving gameplay visible only on the desktop.
VR-safe graphics remain recommended. This disables motion blur, temporal anti-aliasing and other effects that are expensive or unstable in this VR renderer. Start at 72 Hz and raise headset refresh only after performance is stable.
PF18 fail-visible VDXR handoff: gameplay falls back to a full-view OpenXR projection when strict renderer matching is unavailable; it never uses the menu/loading panel.
Sharp compatibility/performance renderer is now the default, removing the two full-resolution depth reconstruction passes that were enabled by default in Beta 1. Experimental depth stereo remains selectable in the launcher.
Optional PF19 in-headset startup sequence: “StrikeZone Presents” and “Outlast 2 VR” appear through slow, beat-timed comfort fades before normal startup continues. It can be disabled directly on the launch page.
Outlast 2 VR — Public Beta 1
Public Beta 1 release notes
Included
- OpenXR full-view VR gameplay
- Comfortable startup, menu, options, and loading-screen presentation
- Quest/Touch motion-tracked arms with native animation handoffs
- Native camcorder, night vision, zoom, batteries, recordings, and microphone
- Native interactions for pickups, doors, switches, hiding, movable objects,
batteries, notes, and bandages - School and non-school upper-body IK transitions
- Head/body anchoring for scripted sequences
- Desktop single-eye mirror for recording
- sRGB color correction and VR-safe graphics option
- PF17 native-view alignment for interaction targeting and visibility
- Root-cellar sleep progression correction
Test status
- 19/19 automated regression tests pass.
- Public headset playtesting completed successfully on the release candidate.
- Internal runtime ID:
OUTLAST2VR-NATIVE-VIEW-BED-CULL-PF17-20260910.
Known beta limitations
- Quest 3 with Virtual Desktop/VDXR is the primary verified configuration.
- Some original Xbox button glyphs remain visible.
- Scripted sequences may temporarily use authored native arm animation.
- Report isolated UE3 visibility issues with a location, screenshot/video, and
outlast2_vr_p34.log.