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FNVVR Reborn v0.3.0

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@df4l df4l released this 13 Oct 09:54

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.ini next to d3d9.dll and override dxvk.conf. dxvk.conf is 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

  1. Set SteamVR's field of view back to 100 %. Otherwise your workaround hides the fix and you cannot tell whether it worked.
  2. If a problem remains, play about a minute with it 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. Please make sure the log contains the VR: Left eye: raw projection ..., VR: Right eye: raw projection ... and VR: 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.