VR roadmap: 3a tried on the Quest

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Stefan MaierandClaude Opus 5.5 committed 2026-10-06 18:30:49 +02:00
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@@ -31,7 +31,7 @@ named where code is taken over.
| # | Step | State |
| --- | --- | --- |
| 1 | Steam Frame CPU time: Mesa's trace markers off (after astromaddie/HaloCE-VR), no `glGet` stalls in the visibility counters' copies; then measured in the headset | built (branch `frame/performance-2`) |
| 3a | Visible arms and hands: the arms by IK to the controllers, fingers by trigger and grip | built (branch `feature/vr-arms`) |
| 3a | Visible arms and hands: the arms by IK to the controllers, fingers by trigger and grip | tried on the Quest 3 (good, 2026-10-06); Steam Frame to try; branch `feature/vr-arms` |
| 2 | Controls and comfort: left-handed mode, buttons remapped, flashlight by tapping the head, finer turning and vignette choices, graphics presets and refresh rate in the VR options | |
| 3b | The whole body: torso from head and hands, legs and feet following in the room; full / arms only / hands only | |
| 3c | Weapons held physically, holsters at shoulder and hip (the buttons stay) | |
@@ -73,6 +73,21 @@ Y on the main or pause menu):
| `vr.fingers` | `true` (default): fingers follow the controller; `false`: as the weapon's animation has them |
| `vr.arm_ik` | `true` (default): the free arm bends at the elbow; `false`: rigid as before, should its skin tear |
After the first Quest tries (2026-10-06):
- The shoulders 13 cm behind the eyes and 20 cm below the neck: the open
end of the sleeve was in view. Looking hard down to the side one still
sees into the arm (the model ends at the shoulder): left as it is.
- The elbow bends in the arm's plane (`vr_align_elbow`): it had turned in
with the elbow out to the side; the upper arm takes none of the hand's
roll.
- The free arm is solved first and its hand turned after (as
HaloCE-Quest-VR does): turned first, its skin stretched like a rubber
band.
- The elbow follows the hand's roll (lifted out, the controller rolls in):
before, it bent only towards a fixed direction.
- Arm length, shoulder width, fingers, grenade grip, body modes, scope,
vehicles: fine.
Not in it (3a.7): the glove fitted to each weapon's grip (gun anchor) and
the left hand animated through reloads.
@@ -106,4 +121,5 @@ with `vr.log_performance = true`:
- Quest: 90 Hz held as before in a bot game and in a large online game;
nothing slower than the last build.
Arms and hands (3a): the list in the section above.
Arms and hands (3a): on the Steam Frame, as on the Quest (fingers on its
controllers, every button still working).