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Releases: df4l/FNVVR
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FNVVR Reborn v0.7.0
Seventh public build of FNVVR Reborn: a VR mod for Fallout: New Vegas built into a DXVK fork (32-bit d3d9.dll), for Proton on Linux and Wine/Windows.
What's new since v0.6.0
Manual reload: reload your weapons with your hands
- On by default, and can be turned off in Settings > VR > Manual reload. X no longer reloads these weapons, and an empty weapon just clicks.
- New controls: the left grip now holds every weapon with both hands (rifles, pistols, two-handed melee weapons). The left trigger grabs magazines, rounds and moving parts. New ammo is always taken behind your left shoulder. If you let go, you lose nothing.
- Magazines and energy cells: pull the magazine out, grab a new one over your shoulder and slide it in, with the game's own sounds.
- Slides, charging handles and bolts: if nothing is chambered, pull the part back and let go to chamber a round.
- Jams: a jammed weapon clicks until you rack it (or take its magazine out if it has nothing to rack). V.A.T.S. jams work as before.
- Shotguns and lever guns with a loading port: grab a handful of rounds and hold them at the port. They go in one by one until the weapon is full. A lever gun that fired its last round needs its lever worked.
- Break-action shotguns: the left trigger near the barrel breaks it open and throws the shells out. Put new shells in, then press again to close it.
- Revolvers: flick your right wrist to swing the cylinder out and throw the cases out, push a speed loader in, and flick back to close it. The .357 Magnum and Lucky open their loading gate the same way and take their rounds one by one.
- The part to work on glows, the way a limb does in V.A.T.S.: the empty magazine, the slide to rack, the barrel to open or close, the loading port.
Console in VR
- New Console button in Settings (in game). It opens the game's console on a real terminal in front of you: the game's own monitor, font and screen effects.
- Type with the lasers on the terminal's keyboard, which unfolds below the monitor with its own sounds. The right stick scrolls the output, and B or the ESC key closes the console.
Camera
- The view stays in first person: a save made in third person or an Alt+Tab no longer leaves you there.
Fixes
- The Settings list no longer cuts off its last entry.
Not done yet
Manual reload of heavy weapons and launchers (they still reload with X), unarmed combat, optics and scopes, other HUD elements (enemy health, sneak indicator), finger tracking.
Install
See INSTALL.txt in the archive. Short version: copy d3d9.dll, openvr_api.dll (the 32-bit OpenVR library, included), dxvk.conf and fnvvr/ next to FalloutNV.exe. On Linux (Proton) only, set the launch option WINEDLLOVERRIDES="d3d9=n,b" %command% (not needed on Windows). Start SteamVR first. If you already have a dxvk.conf, merge the lines. The bindings changed since v0.6.0: the left trigger and left grip swapped roles, and there is a new action for taking magazines. Replace your fnvvr/ folder, and if you made your own bindings in SteamVR, update them.
Tested
Linux, Proton Hotfix, RTX 4070, Meta Quest 2 through Steam Link. Other headsets and bindings are untested; only Touch bindings are shipped.
FNVVR Reborn v0.6.0
Sixth public build of FNVVR Reborn: a VR mod for Fallout: New Vegas built into a DXVK fork (32-bit d3d9.dll), for Proton on Linux and Wine/Windows.
What's new since v0.5.0
Melee combat, rebuilt for VR
- Swing to hit. Your melee weapon now hits whatever it actually touches. Swing it like you mean it: small movements or bumping into someone won't count.
- Hit where you aim. The body part you hit is the one your blade touched, so you can go for the head or the legs.
- Block by holding your weapon across the front of your face.
- Two-handed weapons: put your left hand on the handle with the left trigger, just like with rifles.
- Chainsaws and other powered weapons (Ripper, Thermic Lance…): hold the trigger to run them, then touch your enemy with the blade.
- Power attacks: hold the trigger to charge. A ring fills up beside your right hand. Once it's full, your next hit is a power attack. It costs action points, and heavier weapons cost more.
HUD
- Experience gained and the "LEVEL UP" message now appear in your view, next to the other messages.
- The radiation meter is now visible too, in the same corner.
Pip-Boy
- New option: Pip-Boy size (Settings > VR). If the screen is hard to read, make the Pip-Boy up to twice as big while it's open. It goes back to normal size when you close it.
Comfort and immersion
- No more surprise third-person camera when you stand still for a while.
- Kill cams stay in first person, in slow motion.
- NPCs now look you in the eyes, at your real head height, wherever you stand.
Not done yet
Unarmed combat, optics and scopes, other HUD elements (enemy health, sneak indicator), finger tracking, manual reload.
Install
See INSTALL.txt in the archive. Short version: copy d3d9.dll, openvr_api.dll (the 32-bit OpenVR library, included), dxvk.conf and fnvvr/ next to FalloutNV.exe. On Linux (Proton) only, set the launch option WINEDLLOVERRIDES="d3d9=n,b" %command% (not needed on Windows). Start SteamVR first. If you already have a dxvk.conf, merge the lines. The bindings did not change since v0.5.0.
Tested
Linux, Proton Hotfix, RTX 4070, Meta Quest 2 through Steam Link. Other headsets and bindings are untested; only Touch bindings are shipped. The Pip-Boy size option is not yet checked in the headset.
FNVVR Reborn v0.5.0
Fifth public build of FNVVR Reborn: a VR mod for Fallout: New Vegas built into a DXVK fork (32-bit d3d9.dll), for Proton on Linux and Wine/Windows.
What's new since v0.4.0
Interaction
- You now point at objects and people with your hands. Each hand casts its own ray; the hand that finds a target gets the prompt, and activates with its own button (A for the right hand, X for the left hand). The head no longer picks while the controllers are tracked, so the interaction is no longer "misaligned" with the prompt.
- Pip-Boy light: bring your right hand close to your left wrist and press the right grip to switch the light on or off. The Pip-Boy does not open when the hand is at the wrist.
Performance and frame pacing (please test, especially at 90 Hz)
- OpenVR frames are now handed to the compositor explicitly (explicit timing mode with
PostPresentHandoff) instead of waiting for the nextWaitGetPoses. - The game thread no longer waits for the GPU before handing the eye images to OpenVR (2 to 5 ms per frame in a tester's log).
- The shadow maps are drawn once per frame for both eyes instead of twice.
- The game's frame step comes from a precise clock instead of the whole-millisecond tick count, and Havok steps once per frame (both off automatically when New Vegas Tick Fix is present).
- Frames paced by the headset are presented without the desktop monitor's vertical sync, which capped the frame rate at the monitor's refresh rate.
- Fixes along the way: cut or square shadows in the right eye, square shapes on the water (water reflections are no longer shared between eyes).
Developer option
d3d9.vrDeveloperMode = Trueindxvk.confgives god mode and one of every playable weapon (DLCs included) after each loading screen. Off by default.
Not done yet
Melee swing, optics and scopes, other HUD elements (enemy health, sneak indicator, XP, radiation), culling behind the player, and time still stops while the Pip-Boy is open.
Install
See INSTALL.txt in the archive. Short version: copy d3d9.dll, openvr_api.dll (the 32-bit OpenVR library, included), dxvk.conf and fnvvr/ next to FalloutNV.exe. On Linux (Proton) only, set the launch option WINEDLLOVERRIDES="d3d9=n,b" %command% (not needed on Windows). Start SteamVR first. If you already have a dxvk.conf, merge the lines. Replace the files in fnvvr/ too: the bindings changed.
Tested
Linux, Proton Hotfix, RTX 4070, Meta Quest 2 through Steam Link. Other headsets and bindings are untested; only Touch bindings are shipped. The desktop vsync change is not yet checked in the headset.
FNVVR Reborn v0.4.0
Fourth public build of FNVVR Reborn: a VR mod for Fallout: New Vegas built into a DXVK fork (32-bit d3d9.dll), for Proton on Linux and Wine/Windows.
What's new since v0.3.0
HUD on your hands
- The health bar and the compass are on the back of your right hand, like a wrist display. The action points and ammunition (with the ammo type and the weapon condition) are just below them.
- The wrist display only shows while you turn the back of your right hand towards your eyes, so it never covers your aim.
- The interaction prompt (name of the object or person, and the action) floats above the fingertip of the hand nearest to what you can use, facing you.
- When the prompt is at your left hand, press X to use the object or talk, and the prompt shows the X icon. X does not reload then. When the prompt is at your right hand, A activates and X reloads, as before.
Aiming (please test)
- Shots now leave along the barrel you see. Before, they followed the controller's axis, so they landed above and to the right of where the weapon pointed.
- The game's auto-aim no longer bends your shots. It turned every shot by up to 3 degrees towards the point your head was looking at, not where your hand aimed. V.A.T.S. is unchanged.
- The bullet spread is no longer applied twice, so groups are tighter at the same skill.
- There is no aim assist outside V.A.T.S. any more: what you aim at with the weapon is what you hit.
Thanks to everyone who reported that the shots did not go where the weapon pointed.
Not done yet
Other HUD elements (enemy health, sneak indicator, XP, radiation) are not shown in the headset. Optics and scopes, melee, culling behind the player, and time still stops while the Pip-Boy is open.
Install
See INSTALL.txt in the archive. Short version: copy d3d9.dll, openvr_api.dll (the 32-bit OpenVR library, included), dxvk.conf and fnvvr/ next to FalloutNV.exe. On Linux (Proton) only, set the launch option WINEDLLOVERRIDES="d3d9=n,b" %command% (not needed on Windows). Start SteamVR first. If you already have a dxvk.conf, merge the lines. Replace the files in fnvvr/ too: the bindings changed.
Tested
Linux, Proton Hotfix, RTX 4070, Meta Quest 2 through Steam Link. Other headsets and bindings are untested; only Touch bindings are shipped.
FNVVR Reborn v0.3.0
Third public build of FNVVR Reborn: a VR mod for Fallout: New Vegas built into a DXVK fork (32-bit d3d9.dll), for Proton on Linux and Wine/Windows.
What's new since v0.2.0
Image (please test)
- Fixed the "fisheye" some testers saw (Quest 2 over Link, Quest 3): the vertical field of view of the eye image was mixed up, which stretched the picture depending on head pitch.
- Meshes no longer disappear at the sides of your view in dialogues, menus and with the Pip-Boy open.
Settings
- New VR page in Settings (main menu and pause menu): snap or smooth turning, and the smooth turning speed (30 to 360 degrees per second).
- Your choices are saved in
fnvvr/vr_options.ininext tod3d9.dlland overridedxvk.conf.dxvk.confis never rewritten.
Controls
- A short tap of Y opens the wait menu. Holding Y still opens the pause menu.
Pip-Boy
- The arm raise and lower animations are skipped: it opens and closes right away when you look at (or away from) your left forearm.
- Closing it with the gaze no longer reopens it in a loop.
- The button icons are drawn correctly (they showed font fragments before).
Weapon
- The weapon stays drawn: no draw or holster animation delaying your first shot, and holding reload no longer holsters it.
- You can sit down and use furniture with the weapon drawn.
Menus and dialogues
- Arms and weapon are hidden while the lasers point at a menu (except in V.A.T.S.), so they no longer pop up in front of the panel.
- The dialogue panel is placed between your head and the speaker's head, so the face stays visible and a speaker standing behind you no longer leaves the panel behind your back.
If you changed your SteamVR settings because of the fisheye
- Set SteamVR's field of view back to 100 %. Otherwise your workaround hides the fix and you cannot tell whether it worked.
- If a problem remains, play about a minute with it visible, quit the game, and send
FalloutNV_d3d9.logfrom the game folder with your headset, how it is connected, and what exactly looks wrong. Please make sure the log contains theVR: Left eye: raw projection ...,VR: Right eye: raw projection ...andVR: The eye is drawn ...lines.
Many thanks to shirdan87 and rleonar5 for their insights, which led to this fix.
Not done yet
Compass and health bar on the hand, hand-anchored interaction prompt, optics and scopes, culling behind the player, melee, time still stops while the Pip-Boy is open.
Install
See INSTALL.txt in the archive. Short version: copy d3d9.dll, openvr_api.dll (the 32-bit OpenVR library, included), dxvk.conf and fnvvr/ next to FalloutNV.exe, on Linux (Proton) only, set the launch option WINEDLLOVERRIDES="d3d9=n,b" %command% (not needed on Windows), start SteamVR first. If you already have a dxvk.conf, merge the lines.
Tested
Linux, Proton Hotfix, RTX 4070, Meta Quest 2 through Steam Link. Other headsets and bindings are untested; only Touch bindings are shipped. The fisheye fix could not be checked on the affected headsets and is waiting for tester feedback.
FNVVR Reborn v0.2.0
Second public build of FNVVR Reborn: a VR mod for Fallout: New Vegas built into a DXVK fork (32-bit d3d9.dll), for Proton on Linux and Wine/Windows.
What's new since v0.1.0
Pip-Boy
- Opens when you look at your left forearm and closes when you look away. Tapping Y no longer opens it; holding Y still pauses.
Sky and sun
- The sky dome is centred on each eye: clouds no longer move against your head or look like a low ceiling.
- The sun glare faces your eye instead of rolling with your head.
Menus and cutscenes
- Character creation (Reflectron and its screen) is drawn on the menu panel over the live world.
- Controllers are read while a movie plays, so intros can be skipped.
- New game wake-up: the camera follows your head's yaw (known issue: nodding still orbits while the animation moves the camera).
Logs and diagnostics
- The log is written next to the game executable (
FalloutNV_d3d9.log); noDXVK_LOG_PATHneeded. - Log level is set in
dxvk.confwithdxvk.logLevel(DXVK_LOG_LEVELstill overrides it). - New log lines describe the headset geometry (projection, IPD, frustum, eye image size, dropped frames) to track down image distortion.
Reporting image distortion / fisheye
Play about a minute with the problem visible, quit the game, and send FalloutNV_d3d9.log from the game folder with your headset, how it is connected, and what exactly looks wrong.
Not done yet
Compass and health bar on the hand, hand-anchored interaction prompt, optics and scopes, culling behind the player, melee, time still stops while the Pip-Boy is open.
Install
See INSTALL.txt in the archive. Short version: copy d3d9.dll, dxvk.conf and fnvvr/ next to FalloutNV.exe, set the launch option WINEDLLOVERRIDES="d3d9=n,b" %command%, start SteamVR first. If you already have a dxvk.conf, merge the lines.
Tested
Linux, Proton Hotfix, RTX 4070, Meta Quest 2 through Steam Link. Other headsets and bindings are untested; only Touch bindings are shipped.
FNVVR Reborn v0.1.0
First public build of FNVVR Reborn: a VR mod for Fallout: New Vegas built into a DXVK fork (32-bit d3d9.dll), for Proton on Linux and Wine/Windows.
Included
- Stereo rendering through OpenVR (SteamVR), one game frame per eye.
- Main menu, in-game menus, messages, objectives and subtitles on panels in front of the head.
- Laser pointer for the menu panels, V.A.T.S. and lockpicking input.
- Motion controls: Touch buttons and sticks mapped to the game's gamepad, snap or smooth turn, first-person weapon held in the right hand, two-handed grip, left hand tracked by its controller.
- Pip-Boy shown on the left forearm.
Not done yet
Compass and health bar on the hand, hand-anchored interaction prompt, gaze-triggered Pip-Boy, optics and scopes, culling and clouds with head rotation, melee.
Install
See INSTALL.txt in the archive. Short version: copy d3d9.dll, dxvk.conf and fnvvr/ next to FalloutNV.exe, set the launch option WINEDLLOVERRIDES="d3d9=n,b" %command%, start SteamVR first.
Tested
Linux, Proton Hotfix, RTX 4070, Meta Quest 2 through Steam Link. Other headsets and bindings are untested; only Touch bindings are shipped.