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Releases: mohamad-balouza/bioshock-vr

v0.4.1 - crash capture that survives Steam, stereo load fix, thumbrest ammo select

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@mohamad-balouza mohamad-balouza released this 29 Jul 13:23
469b55d

Fixes

  • Stereo no longer drops on level loads. Pressing VR PRESET 1 once now stays
    good across loading screens (a recovery watchdog was misreading loads as
    deadlocks and silently turning stereo off - the "VR but not 3D until I press
    the preset again" report).
  • XR swapchains survive resolution churn. Some machines issue mid-session
    same-size resize events (overlays, window managers); these no longer tear the
    eye textures out from under the OpenXR runtime - the suspected cause of
    hard crashes to desktop on some setups.
  • Ammo select is now the LEFT thumbrest (the pad above the X/Y buttons):
    rest your thumb on it and push the RIGHT stick up/down/left. No more holding
    the stick click while pushing the same stick. The overlay's "Ammo-select
    modifier" combo (or vrinput ammomod click|thumbrest|both) switches back.
    Controllers without a thumbrest (Pico etc.) keep the stick click automatically.

Crash reporting - please upgrade before sending reports

  • Crash dumps are now written even though Steam's crash reporter takes over
    the process crash handler
    - on v0.4.0 and earlier, most crashes produced no
    dump and no log line at all. That is why "it just closed, no dump" kept happening.
  • Dumps now carry heap and data segments; the log records registers, a decoded
    stack, and whether the fault was a read, a write, or a jump into bad memory.
  • bioshockvr.prev.log keeps the previous run's log - relaunching the game no
    longer destroys the evidence of the crash you just had.
  • The first log lines now identify the exact build and your machine (OS build,
    cores, RAM). No more guessing which version a report came from.

If you crash: send %LOCALAPPDATA%\BioshockVR\bioshockvr.log,
bioshockvr.prev.log, and the newest .dmp from %LOCALAPPDATA%\BioshockVR\crash\.

Install / upgrade

  1. Exit the game AND Steam completely (Steam locks the old DLL).
  2. Delete the old xinput1_3.dll and bioshockvr.dll from
    ...\steamapps\common\BioShock Remastered\Build\Final\.
  3. Copy both DLLs from this zip there. First line of the log should read
    bioshockvr 0.4.1 starting.

Tip: set the game resolution near-square (e.g. 2700x2700) instead of 16:9 4K -
on a Quest, 16:9 renders a wide strip the headset throws away, so square is both
sharper and faster. See the README for the numbers.

v0.4.0 - cinematics, screen routing, no-restart install, turn controls

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@mohamad-balouza mohamad-balouza released this 29 Jul 00:29
48d5ca9

Highlights

  • Cinematics in stereo: scripted scenes (the bathysphere descent) now render as a proper stereo projection with head-look - the fisheye and broken fusion are gone (the mod measures the scene's real FOV live and tells the headset the truth). Prefer a big virtual screen instead? One checkbox in the F10 overlay ("Cinematics as stereo projection").
  • Hacking and loading screens are readable: world-less 2D screens (the hack minigame, loading screens, menus) now appear on a head-locked screen in front of you instead of being sprayed across the whole FOV.
  • Post-process effects stay in the world: alcohol blur and friends render per-eye on the camera instead of landing on the HUD panel.
  • No more first-boot restart: the mod answers the game's one-shot gamepad check itself - motion controllers work the moment you press VR PRESET 1, first launch included.
  • Head-roll stereo fix: eye separation now follows your full head orientation - tilting your head no longer breaks stereo.
  • Turn controls: smooth-turn speed slider and optional snap turn (angle configurable), persisted with your preset.
  • Pad aim-magnetism (soft lock-on) disabled by default - it fought VR aiming; re-enable in the overlay if you want it.
  • Early-game freeze fix: the weapon-profile resolver no longer periodically stalls the game on saves with no weapons yet.
  • Overlay hardening, and the hack/pause screens follow your view.

Known issues

  • Engine-cinematic letterbox bars (e.g. plasmid injection sequences) are still visible mid-view in the headset; an experimental removal ships default-off (vrcine unsqueeze on). Under investigation for the next release.
  • During those cinematics, awake motion controllers override the scene's authored hands; set the controllers down to watch the authored version. Fix planned.

Install

As before: copy xinput1_3.dll and bioshockvr.dll next to BioshockHD.exe (Build\Final\), launch, press F10 -> VR PRESET 1. A fresh install needs no tuning; see preset/HOW-TO-USE.txt if you already have your own calibration.

v0.3.0 - per-weapon aim profiles + full bundled calibration

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@mohamad-balouza mohamad-balouza released this 28 Jul 18:21
029178c

The aim update: every weapon now keeps its own laser calibration, and the shipped defaults ARE a complete in-headset calibration - install and play, no tuning needed.

Highlights

  • Per-weapon aim profiles: the right hand's aim trim + ray offsets follow the equipped weapon automatically - tune with a weapon up and only that weapon changes, swapped in the moment you switch. All eight holdables (pistol, shotgun, machine gun, grenade launcher, crossbow, chemical thrower, wrench, research camera) ship pre-calibrated. Calibration flow if you want it tighter: fire at a wall, nudge the sliders until the laser sits on the bullet holes, next weapon, one "Save preset values".
  • The aim finally sits on the model: the render-lock correction that made the laser drift off the gun at wide hand angles is retired (off by default). Aim is 1:1 with the controller.
  • Bundled full calibration: aim trims (now up to +-90 deg), per-weapon profiles, body-follow (instant 1:1), and HUD placement all ship as defaults, tuned in-headset on a Quest 3.
  • One trim algebra everywhere (from the session-20 work): laser, bullets, and viewmodel share one pose math - trims hold at every wrist roll, plus an idle-sway kill so the barrel does not breathe while you aim.

Using the bundled preset

  • New install: copy the two DLLs into ...\BioShock Remastered\Build\Final\, launch, press F10 -> VR PRESET 1. Done - the defaults are the calibration.
  • Already have your own tuning? Your files in %LOCALAPPDATA%\BioshockVR\ always win over the built-in defaults - updating changes nothing you tuned. To adopt the bundled calibration (wholly or partly), see preset/HOW-TO-USE.txt in the zip: replace or mix in vrpreset.ini / hands.ini / weapons.ini and restart.

Also in this release

  • Weapon identity resolved from the engine's own equipped-holdable pointer: profile swaps are instant, work before the first shot, and can never bleed edits into another weapon's profile.
  • Right-stick deadzone for body-follow now defaults to 0 (nothing moves with the camera anymore, so the band is unnecessary).
  • New diagnostics for the curious: fovaudit (projection submission vs rendered), vrfgnode (foreground-scene instrument), vrrec record/replay, and a frame-dump decoder in tools/.

Known: the flat desktop window can pause while the headset overlay is open (in-headset play is unaffected). Full details and the reverse-engineering notes are in docs/ on the repo.

bioshock-vr v0.2.0

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@mohamad-balouza mohamad-balouza released this 27 Jul 23:17
414a3e9

bioshock-vr v0.2.0

Everything on the v0.1.0 known-issues list that hit every player is addressed:

  • The HUD is readable in VR. Health, EVE, and ammo now show on a floating
    panel in front of you during stereo gameplay instead of unreadable
    double-vision at the screen edges - and the pause menu lands on the same
    panel. Three overlay sliders (distance / width / height) place it, and
    "Save preset values" persists them. The flat window keeps its normal HUD.
  • VR-standard controls. Use/interact stays on A (it is also the menu
    confirm), jump on B, reload/hack on X, first-aid on Y - and holding the
    right-stick click while pushing up/down/left selects between the equipped
    weapon's three ammo types (BioShock's d-pad function, which Touch never
    had a home for). The weapon/plasmid wheels select normally with the stick
    while a grip is held, and zoom is removed (an HMD FOV zoom is a comfort
    hazard; nothing requires it). Full table in the README.
  • The ghost hand is gone. The inactive hand (and the stowed weapon, when
    your plasmid is up) no longer floats in view; whichever hand is raised is
    the only one you see. vrhands hideinactive off restores the old behavior.
  • The right stick no longer pitches the view. Your head owns pitch in VR;
    the stick turns you. This also stops the viewmodel riding the stick
    vertically. vrinput pitchkill off restores stick pitch.

Install and setup are unchanged from v0.1.0 (both DLLs into
...\BioShock Remastered\Build\Final\, VDXR or SteamVR, F10 -> VR PRESET 1) -
see the README inside the zip. Existing tuned presets (vrpreset.ini /
hands.ini) carry over untouched.

Known issues (the v0.3.0 targets): per-weapon aim/laser/model alignment away
from the tuning pose (the trim-algebra unification and muzzle-bone work), the
viewmodel's idle sway, and the main menu still rendering flat.

v0.1.0 - first playable release

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@mohamad-balouza mohamad-balouza released this 27 Jul 20:05
f1cd67d

First playable release.

Native VR for BioShock Remastered: full-rate stereo rendering, 6DOF head
tracking, motion controllers (right hand = weapons, left = plasmids) with aim
lasers, the viewmodel following your hands, "walk where you look" movement,
and persistent in-headset tuning. Quest 3 via Virtual Desktop (VDXR) or Steam
Link; any 32-bit-capable OpenXR runtime should work.

Install: copy both DLLs into
...\steamapps\common\BioShock Remastered\Build\Final\ (remove itsloopyo's
head-tracking mod first if you use it - same DLL slot). In game: F10 opens
the overlay, then press VR PRESET 1. Full setup and tuning docs in the
README.

Known issues (v0.2 targets):

  • The HUD (health/EVE/ammo) is not VR-optimized yet
  • Laser/model alignment can drift at extreme wrist angles; per-weapon
    fine-tuning is manual for now
  • Some gamepad bindings are non-standard (jump on Y)
  • Menus are flat-screen