v0.3.0 - per-weapon aim profiles + full bundled calibration
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), seepreset/HOW-TO-USE.txtin the zip: replace or mix invrpreset.ini/hands.ini/weapons.iniand 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),vrrecrecord/replay, and a frame-dump decoder intools/.
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.