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Antichamber VR 1.2.1

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@hernanrodeblas-tech hernanrodeblas-tech released this 13 Nov 13:38

Antichamber VR 1.2.1 – fix for repeated resolution changes.

  • Changing the resolution on the in-game options wall several times in a row is now always undone (#3). In 1.2.0, a second change made within a few seconds of the first was missed, and the headset showed a frozen image while the PC window looked fine.

Everything else is as in 1.2.0, including the Steam Frame performance improvements. Steam Frame users: the SteamFrame/antichamber_vr.ini preset is unchanged.


Español: arreglado el cambio de resolución repetido desde la pared de opciones: ahora se deshace siempre, aunque cambies varias veces seguidas. El resto, igual que la 1.2.0.

Antichamber VR 1.2.0

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@hernanrodeblas-tech hernanrodeblas-tech released this 13 Nov 10:48

Antichamber VR 1.2 – up to 90 fps standalone on the Steam Frame.

Steam Frame performance (full write-up in the README):

  • Render thread on the fast core (RenderThreadCore=7, CpuCores=2-7). On the Frame the game is limited by one thread, the engine's render thread, running under x86 emulation. The Snapdragon's core 7 is much faster than the others; pinning the render thread to it takes light rooms from 45 to 80–90 fps at 90 Hz (average ~51 fps over a long session). The idea comes from DDD's Deadlock Steam Frame patch. The headset runs a bit warmer.
  • Per-eye frustum (AsymmetricFrustum). Each eye renders only its own field of view instead of a symmetric square that SteamVR cropped by ~28%: fewer pixels and fewer objects to draw (render thread 14–18 → 9–16 ms). Mirrors, portals, the aim dot, the block outline and the linework use the same per-eye projection. Off by default on PC (launcher: Advanced → Performance → Per-eye frustum).
  • Both are on in the new Steam Frame preset (SteamFrame/antichamber_vr.ini).

Fixes

  • Choosing a resolution on the in-game options wall no longer leaves a small image in a corner with a frozen frame around it (#3): the mod restores the headset resolution as soon as the game changes it.

Diagnostics: per-thread CPU time in the log, DebugEvents (window focus, SteamVR dashboard events, audio output changes) for #1 and #2, DebugProjection, OcclusionQueries.

Steam Frame users: copy the new SteamFrame/antichamber_vr.ini over Binaries/Win32/antichamber_vr.ini. Setup steps are unchanged: see Steam Frame (standalone).


Español: en las Steam Frame sin PC, el hilo de render del motor (el que limita) se fija ahora al núcleo rápido del procesador y cada ojo dibuja solo su propio campo de visión: las salas ligeras llegan a 80–90 fps a 90 Hz. Copia el nuevo SteamFrame/antichamber_vr.ini. También se arregla el cambio de resolución desde la pared de opciones (#3). Todos los detalles, en el README.

Antichamber VR 1.1.0

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@hernanrodeblas-tech hernanrodeblas-tech released this 11 Nov 11:38

Antichamber VR 1.1 – now runs standalone on the Steam Frame (no PC).

Steam Frame (standalone) – see the README or SteamFrame/README.txt in the zip:

  1. Force Proton Experimental for Antichamber.
  2. Extract the zip into the Antichamber folder and copy SteamFrame/antichamber_vr.ini over Binaries/Win32/antichamber_vr.ini.
  3. Before the first launch, replace Binaries/Redist/physx/PhysX_9.10.0224_SystemSoftware.exe with SteamFrame/noop_installer.exe (same name); the original installer hangs under Proton.
  4. Launch options: WINEDLLOVERRIDES="d3d9=n,b" %command%

Changes

  • Works under Proton/DXVK: images reach SteamVR through a D3D11 texture shared into D3D9 when the usual hand-off isn't available (D3DBridge, automatic).
  • PipelineFrames: CPU and GPU work in parallel (big gain on the Frame; off by default on PC).
  • Camera motion blur is now off by default (MotionBlur).
  • Steam Frame preset: recommended resolution, no dynamic shadows, pipelining – 45–72 fps in light rooms.
  • Performance lines in the log (perf:) to see what limits the frame rate.
  • Launcher: new options for motion blur, CPU/GPU overlap and the image hand-off.

PC users: extract over the previous version as before (this overwrites Binaries\Win32\antichamber_vr.ini with the defaults).


Español: la 1.1 funciona directamente en las Steam Frame, sin PC. Sigue los pasos de SteamFrame/README.txt (Proton Experimental, ini de las Frame, sustituir el instalador de PhysX y la opción de lanzamiento WINEDLLOVERRIDES="d3d9=n,b" %command%). En PC se instala igual que antes.

Antichamber VR 1.0.0

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@hernanrodeblas-tech hernanrodeblas-tech released this 10 Nov 20:13

First release of the Antichamber VR mod.

Install: extract the zip into the Antichamber folder (Steam → Antichamber → Manage → Browse local files) so that AntichamberVR.exe sits next to Binaries. Start SteamVR with the headset connected, open AntichamberVR.exe and press Play in VR.

Requirements: Antichamber on Steam, SteamVR, and the .NET 8 Desktop Runtime (x64) for the launcher.

Includes:

  • Stereo rendering at headset resolution, 6DoF, roomscale, standing/seated play with recentering
  • Motion controls: gun in hand, 3D aim dot, snap turn (15/30/45/90°) or smooth
  • VR fixes for seamless teleports, linework shading, mirrors/portals (per eye, full resolution) and the block placement outline
  • Launcher with every option, in English or Spanish

Note: extracting overwrites Binaries\Win32\antichamber_vr.ini with the default settings.


Español: extrae el zip en la carpeta de Antichamber (con AntichamberVR.exe junto a Binaries), abre SteamVR con el visor conectado, ejecuta AntichamberVR.exe y pulsa Jugar en VR (botón Español para cambiar el idioma). Necesita el runtime de escritorio de .NET 8 para el launcher.