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Your own character now sits in the cockpit with you, and the race intro plays on the flat screen.
The Quest draws races for much less GPU time, enough to run VR frame interpolation at a higher
refresh rate. This release also brings in upstream WiiCompiled 0.2.34.
You still supply your own clean PAL (RMCP01) disc image. No game code and no game data ships in
any download here.
Your character in the cockpit, by @heurazy
Ported from @heurazy's Wiicompiled_VR-PLUS fork.
- See your own racer around you. In the cockpit seat your character is drawn sitting in the
kart, its arms reaching for your controllers or your bare tracked hands. Turn it off, or keep
only its hands, with Character body and Character hands only under F10 → Camera, on
the headset panel, or on the Quest app's Camera tab. Miis and a few unusual models keep the
plain VR hands. - Character hand rotation (left/right) turns the character's hands if they sit at an angle to
your controllers. - Camera per race. Every race starts in first person once the intro is over. A click of the right
thumbstick, or F10 → Camera → This race, switches only the race in progress to the game's camera
and back, and the choice is never saved. - Bullet Bill: ride inside the bullet as before, or watch through the game's camera until it
ends.
The race intro on the flat screen
Each race's intro, the course preview before the countdown, now plays on the flat virtual screen
the menus use. The race turns immersive at the countdown. To see the intro in stereo as before,
change Race intro under F10 → VR, on the headset panel or in the Quest app.
Held items
- Bigger in your hand, and adjustable: Held item size under F10 → VR, on the headset
panel and in the Quest app. - Items grow into your palm when the roulette settles, and shrink away when used, thrown or
lost. - Triple items show as copies of the item in your hand instead of a count. The one you use
shrinks away and the others move closer together. - Swing to throw now also throws items that are already out: shells circling the kart, bananas
trailing behind it. - The Golden Mushroom squeezes in your hand on each use.
In the cockpit
- The cockpit wheel turns with whatever is steering: a gamepad, a keyboard or a USB wheel, not
only the VR stick. - Hand steering sensitivity (kart) and (bike) now sit right under Hand steering in F10,
on the headset panel and in the Quest app. A lower angle is more sensitive. - The kart and your character no longer jump in busy scenes when VR frame interpolation is on.
- Recentering at speed no longer moves the view behind the character's head.
- Reflections on Rainbow Road and on Coconut Mall's glass no longer follow your head.
- The headset panel has a Quit game button beside Recenter view.
Settings
-
Camera settings have their own Camera tab in the Quest app, as in F10 and on the headset
panel. Race view and Race intro are on the VR tab. -
Reset VR settings, at the end of the VR tab, puts every VR and Camera setting back to its
default. -
Object culling is now an Enabled/Disabled choice.
-
New defaults: first-person camera, Bullet Bill on the game camera, the held item in the right
hand at 0.2 m, 45° hand steering sensitivity for karts and a 2.5 m race HUD screen.- On PC, VR frame interpolation now defaults to Auto.
- On a Quest 3: render scale 1.0, frame interpolation Auto, foveation off, tracked hands on
and no desktop mirror. - On a Quest 1 or 2: render scale 0.8 and frame interpolation off.
Your current settings are kept. New installs start on the new defaults, and Reset VR settings
switches an existing install to them.
Quest
- Much lighter on the GPU. Both eyes are drawn in one pass, straight into the headset's own
images. The course and kart models stay on the GPU instead of being sent every frame, and the flat
image nobody sees is no longer drawn. - Display refresh rate: Headset default, 72, 80, 90 or 120 Hz, under F10 → VR and in the
Quest app's settings. With frame interpolation on Auto, every refresh gets a new image. - Retro Rewind updates. The app checks for new Retro Rewind versions and offers to update the
pack. When an update changes the game's code, it tells you the game needs to be built again and
offers to build it. - Fixed a crash that could close the game when a Retro Rewind race started.
PC
- Less GPU work when the desktop window shows no flat view: with any Desktop view except
Normal, the PC no longer draws the flat image nobody sees.
From upstream WiiCompiled 0.2.34
Thanks to patchzyy and the upstream contributors.
- Real Wii Remotes: each remote's accelerometer is calibrated from its own factory data and
remembered per remote, and soft drift is fixed. - Controllers rumble when the game rumbles a Wii Remote, if rumble is on.
- Controllers keep their player ports more reliably between sessions.
- A "Compiling shaders" screen shows how many are left.
- A Force 16:9 option in F10 keeps a 16:9 image with black bars in a window of another shape.
- Fixed a crash on Sky Station, and parts of the scene that could go missing in heavy frames.
- Controller input no longer reaches the game while the exit prompt is open.
- Setup names the disc files that are missing or do not match.
Upgrading
- Quest: install the app that matches your headset over the existing one:
WiiCompiledVR-Quest-0.7.0.apkon Quest 2, 3, 3S and Pro,WiiCompiledVR-Quest1-0.7.0.apkon the
original Quest. Saves, settings, game files and the Retro Rewind pack are kept. Your built game
will show as out of date because the runtime changed, so build it again on the headset, or with
Build for Quest in WheelWizard VR 2.5.11 after updating WiiCompiled on your PC to 0.2.46. - PC: install over your existing installation as usual. Saves, Miis and ghosts are kept.
Downloads
WiiCompiled-Setup.exe: the PC installer, 0.2.46.WiiCompiledVR-Quest-0.7.0.apk: the Quest app for Quest 2, 3, 3S and Pro.WiiCompiledVR-Quest1-0.7.0.apk: the Quest app for the original Quest.- The launcher is a separate download, WheelWizard VR 2.5.11, in
WheelWizard_VR.