Releases: elliotttate/UEVR-6DOF-Window
Release list
6DOF Window Mode v0.2.0-alpha.1
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.v1custom-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
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 Windowsidebar 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.