Skip to content

Releases

Power Moon VR v0.2.8 — per-eye shadows and effects

Choose a tag to compare

@evertec82 evertec82 released this 10 Nov 20:49

Targets shadows and depth-based effects that could appear in only one eye after the canted-display alignment update.

The screen-space shadow resolve previously read each eye's depth image but reconstructed its shadow-map lookup with the center camera. This update converts that lookup into the correct eye space and updates matching projection/inverse-projection uniforms in depth-reading screen effects. The game's clip-depth convention is preserved. Corrections operate on replayed uniform copies; world geometry, HUD draws and shadow-map rendering retain their existing camera path.

The v0.2.7 Pimax alignment fix is retained, along with the 4x/6x/8x/9x/10x presets, NoBloom, camera-anchored HUD, pose timing guard, haptics and VR/gamepad controller support. No new render threads or guard-band settings. Game-library ABI remains compatible.

Validation: 72 shadow/depth reconstruction cases covering 0-25 degree cant, asymmetric eye FOV, eye separation and standard/reversed depth, plus the existing 864 stereo point checks and camera/HUD/pose tests. Private offscreen gameplay captures at 3840x2160 per eye confirm that both eye corrections activate, with zero missed replay draws or uniforms in both left-first and right-first render order. Physical-headset confirmation of the reported missing effects is still pending; other game-specific effects may require separate fixes.

Download the complete Windows runtime ZIP; dependency sources and SHA256 checksums are attached. Back up your installation and retain your own extracted/ and save/ folders when updating. Start SteamVR as the active OpenXR runtime and press F10 in gameplay to recenter.

No game files, keys, generated game code, compiled game libraries, saves or caches are included. Supply your own Super Mario Odyssey v1.0.0 files through setup.

Power Moon VR v0.2.7 — canted-display stereo alignment

Choose a tag to compare

@evertec82 evertec82 released this 10 Nov 20:03

Addresses reported stereo misalignment/double vision on Pimax and other canted-display OpenXR headsets.

The renderer previously discarded each eye's orientation and treated the left eye as the head reference. v0.2.7 preserves the runtime's eye orientation and asymmetric field of view, uses the binocular midpoint for native tracking/recentering, and submits the same pose/FOV used to render each eye. The character-camera HUD now projects through each eye's optical frustum while retaining its physical size.

The existing 4x/6x/8x/9x/10x presets, NoBloom, camera-blur control, pose timing guard, haptics, controller support and serial GPU retirement are retained. QPC/guard-band experiments remain excluded. The game-library ABI is unchanged.

Download the complete Windows runtime ZIP; dependency sources and SHA256 checksums are attached. No separate base app is needed. Back up your installation and preserve your own extracted/ and save/ folders when updating. Start SteamVR as the active OpenXR runtime and press F10 in gameplay to recenter.

Validation includes synthetic canted/asymmetric views at 0-25 degree cant and 58-74 mm IPD, 864 stereo point checks, projection edges, signed quaternions, render/submission agreement and HUD checks. An offscreen gameplay replay with 15-degree canted, asymmetric eye views completed at 3840x2160 per eye with zero missed draws or uniform updates; both eye captures were visually reviewed. The local Vulkan validation layer crashed before stereo capture, so this is not a clean validation-layer run; the normal runtime check completed successfully. Physical Pimax confirmation is still pending; this is an implementation fix supported by regression checks, not a claim of verified results on every Pimax model. Extremely wide peripheral visibility may still be limited by native game culling; this is not a general judder fix.

No game files, keys, generated game code, compiled game libraries, saves or caches are included. Supply your own Super Mario Odyssey v1.0.0 files through setup.

Power Moon VR v0.2.6 — five resolution presets

Choose a tag to compare

@evertec82 evertec82 released this 07 Nov 05:48

This follow-up aligns the repository's 4× launcher with the packaged 3840×2160 preset. It supersedes v0.2.5; runtime and packaged resolution choices are unchanged.

Resolution presets

Rename the existing launcher labels and add an intermediate 9× option:

Launcher Render resolution
Launch-VR-4x.cmd 3840×2160
Launch-VR-6x.bat 5760×3240
Launch-VR-8x.cmd 7680×4320
Launch-VR-9x.bat 8640×4860
Launch-VR-10x.bat 9600×5400

The former 2×/3×/4×/5× presets become 4×/6×/8×/10× without changing their actual render sizes. The new 9× preset uses internal linear scale 4.5. These are preset labels, not literal total-pixel multipliers.

Runtime retained from v0.2.4

This release uses the unchanged v0.2.4 executable, retaining NoBloom, the native camera-blur control, monotonic pose-query guard, camera-anchored HUD and VR/gamepad haptics. All five launchers share the same non-resolution settings.

The QPC pose-clock and guard-band tests did not provide a satisfactory improvement in follow-up testing. They are cancelled, excluded from this release, and are not enabled in any preset. Occasional judder and below-refresh delivery remain unresolved; this release does not claim a new judder fix.

Complete Windows package

Includes SDL3.dll, avcodec-63.dll, avformat-63.dll, avutil-61.dll, swscale-10.dll, the remaining runtime DLLs, Roboto, generator, game-library import library and compiler. No separate base-app download is needed. Dependency sources and SHA256 checksums are attached.

Back up your installation and preserve your own extracted/ and save/ folders. Replace app files and remove obsolete numbered/test launchers so the old and new 4× labels are not confused. Start SteamVR as the active OpenXR runtime, choose a preset, and press F10 in gameplay to recenter. The game-library ABI/build ID is unchanged.

No game files, keys, generated game code, compiled game libraries, saves or caches are included. Supply your own Super Mario Odyssey v1.0.0 files through setup.

Validation and limitations

The packaged executable matches v0.2.4 byte for byte. Launcher validation checks internal scale, exact dimensions, shared non-resolution settings, NoBloom and exclusion of experimental QPC/guard-band options. Runtime DLL loading and archive checks pass. The new 9× preset is not yet verified in a headset. Physical haptic compatibility, longer sessions and full-game coverage still need further testing.

Power Moon VR v0.2.5 — five resolution presets

Choose a tag to compare

@evertec82 evertec82 released this 07 Nov 05:47

Resolution presets

Rename the existing launcher labels and add an intermediate 9× option:

Launcher Render resolution
Launch-VR-4x.cmd 3840×2160
Launch-VR-6x.bat 5760×3240
Launch-VR-8x.cmd 7680×4320
Launch-VR-9x.bat 8640×4860
Launch-VR-10x.bat 9600×5400

The former 2×/3×/4×/5× presets become 4×/6×/8×/10× without changing their actual render sizes. The new 9× preset uses internal linear scale 4.5. These are preset labels, not literal total-pixel multipliers.

Runtime retained from v0.2.4

This release uses the unchanged v0.2.4 executable, retaining NoBloom, the native camera-blur control, monotonic pose-query guard, camera-anchored HUD and VR/gamepad haptics. All five launchers share the same non-resolution settings.

The QPC pose-clock and guard-band tests did not provide a satisfactory improvement in follow-up testing. They are cancelled, excluded from this release, and are not enabled in any preset. Occasional judder and below-refresh delivery remain unresolved; this release does not claim a new judder fix.

Complete Windows package

Includes SDL3.dll, avcodec-63.dll, avformat-63.dll, avutil-61.dll, swscale-10.dll, the remaining runtime DLLs, Roboto, generator, game-library import library and compiler. No separate base-app download is needed. Dependency sources and SHA256 checksums are attached.

Back up your installation and preserve your own extracted/ and save/ folders. Replace app files and remove obsolete numbered/test launchers so the old and new 4× labels are not confused. Start SteamVR as the active OpenXR runtime, choose a preset, and press F10 in gameplay to recenter. The game-library ABI/build ID is unchanged.

No game files, keys, generated game code, compiled game libraries, saves or caches are included. Supply your own Super Mario Odyssey v1.0.0 files through setup.

Validation and limitations

The packaged executable matches v0.2.4 byte for byte. Launcher validation checks internal scale, exact dimensions, shared non-resolution settings, NoBloom and exclusion of experimental QPC/guard-band options. Runtime DLL loading and archive checks pass. The new 9× preset is not yet verified in a headset. Physical haptic compatibility, longer sessions and full-game coverage still need further testing.

Power Moon VR v0.2.4 — NoBloom and pose timing guard

Choose a tag to compare

@evertec82 evertec82 released this 07 Nov 04:45

Changes

  • Pose timing guard: prevent native pose-query targets from stepping backward when SteamVR cadence or adaptive prediction lead changes. A failed fresh query retains the last applied pose and its timestamp instead of reverting to the separate render-thread sample. Diagnostic counters are logged when the guard or query-failure path is used.
  • NoBloom enabled in all resolution presets: restore the isolated bloom workaround that the owner found effective. Suppress the identified HDR bloom input in both native frames and stereo replays, including native images reused by the replay path. The resource-layout check covers shader variants and dynamic scene resolutions.
  • Keep the camera-anchored gameplay HUD, VR-controller haptics, gamepad rumble fixes, first/third-person view switching and 2×/3×/4×/5× launchers from v0.2.3.

Fog and lens flares remain enabled. The native camera-blur control remains disabled in VR. This build preserves serial rendering, compositor handoff, simulation scheduling and interpolation settings; it adds no render worker or extra frame in flight.

The owner confirmed that NoBloom looks good and that the separate pose-guard test improves the remaining judder. This is initial feedback, not a claim that judder is eliminated. The logs also showed roughly 60 app submissions/sec against a 90 Hz headset with occasional longer intervals; below-refresh unevenness can remain.

Complete Windows package

Includes SDL3.dll, avcodec-63.dll, avformat-63.dll, avutil-61.dll, swscale-10.dll, the remaining runtime DLLs, Roboto, generator, game-library import library and compiler. No separate base-app download is needed. Dependency sources and SHA256 checksums are attached.

Back up your existing installation, preserve your own extracted/ and save/, and replace app files. Use the normal resolution launcher; the pose guard and NoBloom are now defaults in those launchers. Start SteamVR as the active OpenXR runtime, then press F10 in gameplay to recenter. The game-library ABI/build ID is unchanged.

No game files, keys, generated game code, compiled game libraries, saves or caches are included. Supply your own Super Mario Odyssey v1.0.0 files through setup.

Validation and limitations

Portable optimized Windows build and automated prediction, bloom-layout, lens-flare-hook, HUD, haptics and input-coexistence checks pass. The NoBloom stereo replay completed with 1106 records and zero draw/uniform misses; logs confirm bloom suppression in native and replay frames. The pose-guard build started successfully in SteamVR and received the owner's improved-judder feedback.

This remains experimental VR support. Longer sessions, full-game coverage and physical haptic strength/compatibility need further testing. Reaching headset refresh is not guaranteed; occasional judder, frame drops or rendering artifacts may remain. Tracked hands, swing gestures and OpenXR depth submission are not included.

Power Moon VR v0.2.3 — controller haptics and camera-anchored HUD

Choose a tag to compare

@evertec82 evertec82 released this 06 Nov 18:46

Changes

  • Camera-anchored gameplay HUD: HUD layouts and text stay on a panel relative to the character camera. Turn or lean your head to look around the panel; stick-controlled camera movement carries it along. Neutral size remains 65%. Projected clipping bounds follow the panel, and the recorded scene pose keeps HUD and scene consistent during compositor reprojection.
  • VR-controller haptics: route the game's left/right vibration amplitudes to the corresponding OpenXR controller alongside gamepad rumble. Touch, Index, Microsoft motion and simple-controller profiles include haptic bindings.
  • Gamepad rumble fixes: expire stale side amplitudes, preserve the original pulse deadline, handle reconnects, protect device lifetime during disconnects, and correct left/right vibration-device labels.
  • Controls → Vibration enables both outputs; Test vibration sends a brief pulse. Feedback stops on disable/reset; VR output clears on focus loss. Pulses expire within 250 ms without fresh game input. Switch HD rumble is approximated by motor/OpenXR amplitudes.

Retains the native camera-blur fix, serial rendering/head tracking, first/third-person switching, and 2×, 3×, 4× and 5× launchers. No new rendering threads or pacing changes are introduced.

Complete Windows package

Includes SDL3.dll, avcodec-63.dll, avformat-63.dll, avutil-61.dll, swscale-10.dll, the remaining runtime DLLs, Roboto, first-run generator, game-library import library and compiler. A separate base-app download is unnecessary. Dependency sources and SHA256 checksums are attached.

Back up an existing installation, preserve your own extracted/ and save/, then replace app files. Start SteamVR as the active OpenXR runtime and choose a resolution launcher. Press F10 in gameplay to recenter. The game-library ABI/build ID is unchanged.

No game files, keys, generated game code, compiled game libraries, saves or caches are included. Supply your own Super Mario Odyssey v1.0.0 files through setup.

Validation and limitations

Optimized portable Windows build passes. Automated tests cover per-side mixing/expiry, invalid amplitudes, OpenXR owner-thread dispatch, profile bindings, focus/settings stops, API error throttling, gamepad reconnects and controller-input coexistence. HUD tests cover neutral size, yaw/pitch, translation, stereo disparity and clip depth. A Sand Kingdom stereo replay completed with 1108 records and zero draw/uniform misses; HUD text remains visible in the captured view. SteamVR accepted the action set with haptics.

Physical haptic strength/compatibility and the camera-anchored HUD still need headset/controller testing. This remains an experimental port; artifacts, below-refresh judder and frame drops may remain. Tracked hands, swing gestures and OpenXR depth submission are not included.

Power Moon VR v0.2.2 — native camera-blur control and 5x preset

Choose a tag to compare

@evertec82 evertec82 released this 06 Nov 14:45

Changes

  • Disable the game's native camera blur by default in VR. This effect responds to horizontal camera-angle changes and was associated with light smearing during fast headset and right-stick turns. The change uses the game's own system control.
  • Restore bloom, fog, lighting and lens flares; the previous broad fog/glow workaround is disabled.
  • Ship matching 2x, 3x, 4x and 5x launchers. 5x (9600x5400) replaces 6x.
  • Retain VR-controller buttons/sticks alongside gamepad, first/third-person switching, frame-owned replay commands and existing serial head-tracking/pacing behavior.

The repository owner reported promising initial results. Extended headset testing is still pending. This remains experimental; other rendering artifacts and below-refresh judder may remain. No tracked hands, motion gestures, VR haptics or OpenXR depth submission are added here.

Complete Windows package

Includes SDL3.dll, avcodec-63.dll, avformat-63.dll, avutil-61.dll, swscale-10.dll and other runtime DLLs, Roboto, generator, game-library import library and Zig compiler. A separate base-app download is unnecessary. Dependency sources and SHA256 checksums are attached.

Back up an existing installation, retain extracted/ and save/, replace app files, and remove obsolete 6x/test launchers. Select SteamVR as the active OpenXR runtime. Windows10/11 x64 and a Vulkan-capable graphics driver are required. The game-library ABI/build ID is unchanged from v0.2.1.

No game files, keys, generated game code, compiled game libraries, saves or caches are included. Supply your own Super Mario Odyssey v1.0.0 files through setup.

Validation

Default/off/on behavior, desktop guard, heap-boundary checks and CPU-register preservation pass. The optimized portable build passes. The final packaged executable completed a Sand Kingdom stereo replay with 1324 records and zero draw/uniform misses, with the blur setting unset to verify the default. All 11 root DLLs load using only package/system paths. Initial headset feedback suggests improvement; longer testing remains open.

Power Moon VR v0.2.1 — complete Windows runtime and VR controllers

Choose a tag to compare

@evertec82 evertec82 released this 06 Nov 02:09

Power Moon VR v0.2.1 includes a complete Windows runtime package and the latest controller/lighting test updates.

  • Missing-DLL packaging fix: SDL3.dll, avcodec-63.dll, avformat-63.dll, avutil-61.dll, swscale-10.dll and the recursive runtime dependencies are now included. Roboto and the first-run generator/compiler tools are included too. A separate base app download is no longer required.
  • VR controller buttons and sticks alongside gamepad: right A jump/confirm, right B cap, left X back, left Y secondary; movement/camera sticks, triggers, pause/map chords and the existing two-stick-click view toggle. No tracked hands, gestures or VR haptics in this iteration.
  • Cloud-light diagnostic: the launchers enable the known fog/glow compatibility filter for moving light artifacts. It can reduce fog/bloom; headset confirmation of this workaround is pending. Set ODYSSEY_VR_EFFECTS=full to compare.
  • Crash hardening: replay uses frame-owned command copies instead of resolving game command handles that may have been replaced. Ownership and repeated-stereo regression checks pass; long-session stability is not guaranteed.
  • Pose/pacing test updates: native camera-time pose queries, consistent geometry/lighting/submission poses, full-speed simulation and serial rendering. Repeated-image scheduling is disabled. The user reported improved motion and fixed shadows, with smaller light artifacts remaining.
  • Resolution choices: 2x/4x .cmd launchers plus 3x/6x .bat launchers. Higher-resolution presets have not been headset-validated.

Extract into a new folder, or back up your current installation and replace its app files. Supply your own Super Mario Odyssey v1.0.0 ExeFS/RomFS through the first-run setup, or retain your existing extracted/ and save/ folders. Start SteamVR as the active OpenXR runtime. Windows 10/11 x64 and a Vulkan-capable graphics driver are required.

No game dumps, keys, generated game code, compiled game libraries, saves or caches are included. gamelib-src contains only the open-source runtime headers/build glue needed to build your own game library.

Portable optimized build; no -march=native. Controller bindings were accepted by SteamVR and mapping/merge tests pass; physical controller testing remains pending. Treat this as experimental VR support. Dependency sources and checksum files are provided alongside the runtime download.

Power Moon VR v0.2.0 — 2x / 4x and first-person option

Choose a tag to compare

@evertec82 evertec82 released this 05 Nov 22:44

Power Moon VR v0.2.0 promotes the current serial EarlySubmit build to main.

  • Exactly two launchers: Launch-VR-2x.cmd and Launch-VR-4x.cmd. Both use the same pacing and head tracking.
  • Full-speed fixed-60 simulation during visual FPS drops, with conservative rendering optimizations.
  • Stationary main-menu panel with visible button labels; smaller gameplay HUD.
  • First/third-person toggle with L3 + R3, plus F8 fallback. F10 recenters.
  • Unsupported HTML help pages close immediately in VR, removing the desktop-only blocking path seen during a device-loss crash. The exact GPU-loss cause remains unproven.

Install the overlay into an initialized Power Moon Recomp v0.2.1 Windows installation after backing up your executable and saves. Remove old Launch-VR*.cmd scripts, keep the base dependency DLLs, start SteamVR as the active OpenXR runtime, then choose 2× or 4× resolution.

No game files, keys, generated game code, compiled game libraries, saves or caches are included. The runtime is built for general Windows x64 CPUs, without machine-specific native instructions.

Experimental VR support: first-person comfort and full-game/long-session stability need further headset testing. Frame drops and rendering artifacts may remain.

Power Moon VR v0.1.0 — experimental Windows overlay

Choose a tag to compare

@evertec82 evertec82 released this 05 Nov 16:22

Experimental Windows OpenXR runtime overlay for Power Moon Recomp v0.2.1.

  • Third-person VR with gamepad input and F10 recentering.
  • Centered HUD and menus at 65% size.
  • Serial rendering path; the later asynchronous threading experiment is excluded.
  • Default 2× resolution, optional 4× and experimental display-rate interpolation.

Extract the overlay into your own initialized v0.2.1 installation after backing up the original executable. Start SteamVR, select it as the active OpenXR runtime, and use Launch-VR.cmd. Base runtime dependency DLLs and your locally generated game library are required.

No game dumps, keys, generated game code, compiled game libraries, saves, or caches are included. This is an experimental port; rendering artifacts, frame drops, and head-motion judder can remain. See the README for build instructions and limitations.