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VR roadmap: 3a tried on the Quest
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -31,7 +31,7 @@ named where code is taken over.
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| # | Step | State |
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| --- | --- | --- |
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| 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`) |
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| 3a | Visible arms and hands: the arms by IK to the controllers, fingers by trigger and grip | built (branch `feature/vr-arms`) |
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| 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` |
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| 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 | |
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| 3b | The whole body: torso from head and hands, legs and feet following in the room; full / arms only / hands only | |
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| 3c | Weapons held physically, holsters at shoulder and hip (the buttons stay) | |
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@@ -73,6 +73,21 @@ Y on the main or pause menu):
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| `vr.fingers` | `true` (default): fingers follow the controller; `false`: as the weapon's animation has them |
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| `vr.arm_ik` | `true` (default): the free arm bends at the elbow; `false`: rigid as before, should its skin tear |
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After the first Quest tries (2026-10-06):
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- The shoulders 13 cm behind the eyes and 20 cm below the neck: the open
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end of the sleeve was in view. Looking hard down to the side one still
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sees into the arm (the model ends at the shoulder): left as it is.
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- The elbow bends in the arm's plane (`vr_align_elbow`): it had turned in
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with the elbow out to the side; the upper arm takes none of the hand's
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roll.
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- The free arm is solved first and its hand turned after (as
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HaloCE-Quest-VR does): turned first, its skin stretched like a rubber
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band.
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- The elbow follows the hand's roll (lifted out, the controller rolls in):
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before, it bent only towards a fixed direction.
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- Arm length, shoulder width, fingers, grenade grip, body modes, scope,
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vehicles: fine.
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Not in it (3a.7): the glove fitted to each weapon's grip (gun anchor) and
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the left hand animated through reloads.
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@@ -106,4 +121,5 @@ with `vr.log_performance = true`:
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- Quest: 90 Hz held as before in a bot game and in a large online game;
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nothing slower than the last build.
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Arms and hands (3a): the list in the section above.
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Arms and hands (3a): on the Steam Frame, as on the Quest (fingers on its
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controllers, every button still working).
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