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Releases: elliotttate/UEVR-6DOF-Window

6DOF Window Mode v0.2.0-alpha.1

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@elliotttate elliotttate released this 03 Aug 01:19

6DOF Window Mode v0.2.0-alpha.1

This alpha turns the original soft mask into a genuinely room-anchored flat or
curved stereoscopic window and adds the optional CutsceneComfort bridge.

New since v0.1.0-alpha.1

  • The aperture is captured in OpenXR/OpenVR tracking space and no longer
    follows later head translation or rotation.
  • Exact X width, Y height, and distance controls in physical meters.
  • Optional 16:9 aspect lock.
  • Physical feather width and rounded-corner radius.
  • Symmetric horizontal curvature from flat to cylindrical.
  • Configurable surround RGB color and opacity.
  • Explicit recenter action and live anchor status in the UEVR menu.
  • Generic CutsceneComfort.WindowMode.v1 custom-event bridge. It applies
    transient cutscene settings without changing the user's normal all-game
    Window Mode configuration.
  • A persistent D3D12 RTV per OpenXR color-swapchain image, avoiding descriptor
    aliasing while command lists are in flight.

Validation boundary

  • Release x64 backend build passes on the nightly-01139 base.
  • Submitted-eye D3D11/OpenXR testing covered fixed-anchor movement, centered
    curvature, exact dimensions, feathering, rounded corners, and surround
    color in Meta XR Simulator.
  • The matching D3D12 source path loads and reaches a live OpenXR session in
    Halo Campaign Evolved. A final submitted-eye D3D12 visual A/B remains open.

Install

Extract the archive and run UEVRInjector.exe as you would the matching UEVR
nightly. In the in-game menu, open 6DOF Window. The mode is off by default
and its settings are stored per game.

For cutscene-only activation, install the separate CutsceneComfort plugin in
the game's UEVR profile plugins folder.

6DOF Window Mode v0.1.0-alpha.1

Pre-release

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@elliotttate elliotttate released this 02 Aug 18:57

This alpha adds an optional per-game 6DOF Window Mode to UEVR nightly 01139.

The visible center remains UEVR's normal stereoscopic scene with positional head tracking. A soft, rounded black surround is applied independently to the final left/right color images, making the game read as a window onto a live 3D world rather than a flat cinema screen.

Included

  • Built-in 6DOF Window sidebar with an off-by-default per-game toggle.
  • Adjustable aperture width, height, edge softness, stereo depth, and outside darkness.
  • OpenXR and OpenVR integration.
  • D3D11 and D3D12 integration across double-wide and alternate-eye submission paths.
  • Depth and dedicated UI swapchains remain untouched.
  • Complete injector/runtime package with matching backend PDB.

Validation

  • Release x64 build passed at commit 987f3863d4985d709df53f4be4abd8d8619623a5.
  • D3D11 OpenXR load and submitted-eye visual on/off A/B passed in SpongeBob Rehydrated through Meta XR Simulator.
  • D3D12/OpenXR reached session state 5 in Halo Campaign Evolved, Stellar Blade, and a packaged AFW2 host. Those hosts failed in their existing startup/rehook paths before a trustworthy submitted-frame A/B, so D3D12 visual validation remains open for this alpha.

Based on upstream nightly nightly-01139-74b76bc9428a906cbdc69de3ebc1905fd0e9cc57.