382 Commits
Author SHA1 Message Date
vii adccf4e484 Merge branch 'main' into vr 2026-10-16 01:22:27 -05:00
vii c4be3de14a fix(runtime): start a queued game after leaving the current one 2026-10-16 01:19:29 -05:00
dim-ghub 8370850bb7 docs(changelog): merge the two Changed sections under Unreleased 2026-10-16 01:14:12 -05:00
vii 876f8b8c32 perf(runtime): compile menu Lua to native code and switch it off in games 2026-10-16 01:13:49 -05:00
dim-ghub 1854e00934 feat(vr): add SMAA as a vr.anti_aliasing choice
vr.anti_aliasing now takes fxaa, smaa or off. SMAA runs the reference
implementation (third_party/smaa, MIT) at its High preset: luma edge
detection and blending weights into per-eye images, then neighborhood
blending into the runtime's swapchain through FXAA's final pass. Its area and
search lookup textures are uploaded once per device. If SMAA cannot be set
up, the eyes fall back to FXAA.

Also export vr.anti_aliasing from config.yaml: the VR backend reads the
process environment, so the setting only worked as an environment variable.

On a Quest 2 through SteamVR at 120 Hz (2136x2236 per eye), SMAA ran at 118.6
fps against 118.8 for FXAA, with p99 frame times of 10.1 and 9.5 ms.
2026-10-16 01:12:21 -05:00
vii c614fba032 feat(profile): trace emulated ETC2 texture VRAM and report its peak
Emulated images keep a running total of their decoded and ETC2/EAC sizes over every mip and layer. --profile writes both as counters, and summarize_profile_trace.py prints their peaks.
2026-10-16 00:53:05 -05:00
dim-ghub 0221738952 Merge remote-tracking branch 'origin/main' into vr 2026-10-16 00:52:17 -05:00
dim-ghub 046632cf99 fix(input): render emoji in the TextBox overlay (#24)
The overlay's fallback fonts were the first few fontconfig sans matches,
which rarely include an emoji font. Fall back to Roblox's bundled
TwemojiMozilla and RobloxEmoji fonts, then the system emoji font, before
the sans list.
2026-10-16 00:50:10 -05:00
dim-ghub 753a3f8106 feat(vr): anti-alias the headset eyes with FXAA
Roblox's VR debug device renders both eyes into single-sample textures, so
edges were jagged in the headset. When the eyes go to the runtime's
swapchain, an FXAA draw now replaces the plain copy. It samples the eye
directly, and re-encodes for sRGB swapchains so the guest's bytes round-trip
exactly. Anything it cannot set up falls back to the copy.

vr.anti_aliasing (fxaa, the default, or off) controls it. The SPIR-V is
generated from shaders/vr by scripts/generate_vr_shaders.py and checked in,
so builds need no shader compiler; a test checks it against the sources when
glslc is installed.

On a Quest 2 through SteamVR at 90 Hz (2244x2352 per eye) frame times did not
change. Captured output keeps 97 to 98 percent of pixels byte-identical and
the average brightness unchanged, and smooths the edges.
2026-10-15 20:19:17 -05:00
dim-ghub 569df68729 fix(vr): stop trapping the desktop cursor in the window during VR
Roblox's mouse lock and the RMB camera drag put the window into relative
mouse mode with a grab, which locked the cursor inside it while the headset
was in use. In VR the controllers aim and the window only mirrors the left
eye, so the pointer is never captured and the system cursor stays visible.
2026-10-15 19:55:35 -05:00
dim-ghub 043964a5dc fix(vr): say why auto found no headset, and document vr.mode
Without a headset SteamVR refuses the OpenXR client at xrCreateInstance
(VRInitError_Driver_WirelessHmdNotConnected) instead of reporting no system,
so say that it usually means no headset is connected. Describe vr.mode in the
README, docs/VR.md and the changelog.
2026-10-15 19:42:40 -05:00
dim-ghub ea248b1ecf feat(vr): add vr.mode with on, off and auto
vr.mode in config.yaml picks how Nightcap starts: off on the desktop, on in
VR, auto in VR only when this user's SteamVR is running and its OpenXR
runtime reports a headset. auto never starts SteamVR, and asks its runtime
from a short-lived copy of the process so the runtime's libraries do not load
before the VR backend arms. vr.enabled still works as on/off, and --vr or
--no-vr still override the file for one launch.
2026-10-15 19:37:32 -05:00
dim-ghub 35033454b0 docs(vr): note the frame-stall fix and the new perf stages 2026-10-15 17:21:09 -05:00
dim-ghub df025d2eb7 fix(vr): publish the shared-memory mirror a frame later instead of waiting
With the eye copies no longer waited for, MOCKTAIL_VR_MIRROR_SHM made the CPU
wait for the whole frame before publishing, which cut the frame rate from 117
to 82 fps at 120 Hz. Publish each readback at the next copy, when the GPU has
finished it. The external viewer sees each frame one frame later.
2026-10-15 14:58:26 -05:00
dim-ghub dea1d5fd59 test(vr): cover handing present dependencies to the GPU
Move the empty wait-and-signal batch into internal::ChainPresentDependencies,
like WaitForPresentDependencies, and test that it waits on every present
semaphore, signals the replacement, never blocks the CPU, and leaves a failed
submit to the guest.
2026-10-15 11:43:51 -05:00
dim-ghub 9ae5667cd7 perf(vr): read per-frame settings once and skip the lock for other passes
The frame cycle read the pose source, evidence and mirror settings from the
environment every frame. Read them once. Check the thread-local eye request
before taking the backend lock, so render passes that are not eye passes do
not contend with the frame cycle.
2026-10-15 08:19:04 -05:00
dim-ghub 7296520064 perf(vr): order eye copies and the desktop mirror on the GPU
Every frame the CPU waited for the GPU to finish Roblox's whole frame in the
desktop mirror, then again for the eye copy, so CPU and GPU work never
overlapped. The mirror blit now consumes the guest's present semaphores and
signals a per-image semaphore that the present waits on. Present preparation
hands remaining waits to the GPU the same way. Eye copies are submitted from a
small ring of command buffers and fences and rely on queue order, so the CPU
only waits when the GPU is three frames behind or the guest destroys an image
a copy still reads.

On Monado at 120 Hz with 1280x1440 eyes this removed 2 to 5 ms of waiting per
frame and kept the frame rate at 118 to 119 fps instead of 103 to 118.

Also free the copy resources when the guest device goes away without a
session, so a later device never reuses stale handles.
2026-10-15 04:52:37 -05:00
vii a3a2b76a06 feat(update): add an evidence-scoring solver for HostAbi addresses with a check command continuous 2026-10-15 01:49:19 -05:00
vii f333399e18 test(update): add a 2908 to 3222 regression set for the HostAbi deriver
Share the input checks and FMOD slot tables so the solver reuses them.
2026-10-15 01:49:19 -05:00
dim-ghub e094a4c89d feat(vr): time the desktop mirror, present prepare and frame interval
MOCKTAIL_VR_PERF now reports how long the CPU waits in the desktop mirror and
in present preparation, and the time between presents, so per-frame stalls
outside the XR frame cycle show up in the numbers.
2026-10-15 01:37:12 -05:00
vii de0ddf7864 feat(update): solve the VR device bridge and compare it with the VR offset finder 2026-10-15 02:20:13 -05:00
vii e553db2001 fix(vr): point 3092 FixRegisterMotors at the flag Roblox reads
The 3092 table had the address of another field in the same registration, so the flag never turned on.
2026-10-15 02:20:13 -05:00
vii 44ec71f826 Merge branch 'main' into vr
# Conflicts:
#	FAQ.md
2026-10-15 01:57:30 -05:00
vii 3062909209 refactor(jnivm): resolve method names once and log calls with no handler
GetMethodID maps each name to a JniMethod enum, so dispatch compares
numbers instead of strings. Calls that reach no handler print one
"no handler for" line per class, method and signature. Unknown
gameActivity_ callbacks are recorded on the CallVoidMethod path too.
The FMOD write path reuses a per-thread buffer instead of allocating.
2026-10-15 01:31:02 -05:00
vii 049784d0f8 fix(docs): restore the screenshots at full quality with transparency 2026-10-15 01:31:02 -05:00
vii ccf910f064 chore(ci): keep the signing and AUR keys in a release environment
The release environment only accepts main and v* tags, so a workflow pushed on another branch cannot read the keys. Flatpak builds that do not publish run without it.
2026-10-15 01:26:27 -05:00
dim-ghub 42b5138b11 fix(vr): deliver hand-motor and HapticEffect haptics the way games aim them
The Android client drops HapticService:SetMotor on the Gamepad1 LeftHand and
RightHand motors: its haptics backend only consumes Large and Small. VR games
such as VR Hands drive those motors, so they never vibrated.

- Interpose HapticService::SetMotor through its reflection descriptor, call
  the original, and forward Gamepad1 LeftHand/RightHand to OpenXR. The
  descriptor and the engine's intensity reader are found by pattern at load,
  for both the 2998 (tuple span) and 3222 (shared tuple) reader ABIs. The held
  level renews a 50 ms lease every presented frame.
- Report the hand motors at x = -1/+1 in GetMotors. Positional HapticEffects
  aim at a hand there with a 0.5 radius (VOXEL DESTRUCT 2 does), so at +-0.2
  every effect mixed to zero.
- Play SetMotorState buffers sample by sample with trailing silence trimmed.
  Roblox sends 100 x 25 ms look-ahead buffers; taking the peak for the whole
  buffer turned a short bump into 2.5 s at full strength.
- Stop vibrating from the DebugDeviceVR haptic slot. The engine pulls it every
  frame but with each mix buffer's first sample, held about a second, so it
  duplicated the buffers as a long buzz.
- Enable SupportGenericHapticsOnVR and FixRegisterMotors with the other haptic
  flags.
2026-10-15 01:12:01 -05:00
vii 2eaba9048b fix(vr): reload the OpenXR runtime with its own Vulkan loader instead of pinning it
The Vulkan adapter exports vk* symbols globally, so a runtime loaded again after it bound its Vulkan calls to the adapter and deadlocked the join. Pinning avoided the reload but left SteamVR with its old VkInstance, which aborted the join with "vkGetInstanceProcAddr: Invalid instance". Later instances now load the runtime libraries with RTLD_DEEPBIND and let them unload with their instance.
2026-10-14 22:31:55 -05:00
vii a2ffa5c811 Merge branch 'vr' of CoderDayton/nightcap into vr 2026-10-14 04:29:10 -05:00
vii 2be319a979 fix(vr): keep the OpenXR runtime loaded so a game join does not deadlock 2026-10-14 04:19:58 -05:00
vii 6cf641d472 feat(vr): find the haptic flags with the offset finder and enable them on 3092 2026-10-14 03:14:16 -05:00
vii 3788026d10 fix(vr): limit haptics to VR sessions and check flag names before writing
- Register HapticProtocol and report motors only when MOCKTAIL_VR_ENABLED is on.
- Drop the per-message [haptic] dispatch log; log each OpenXR haptic result once per hand.
- Write a fast flag only when its name pointer matches the expected name.
- Remove the state-sync fallback that dlsym can never resolve.
2026-10-14 03:14:16 -05:00
dim-ghub f3e68fc3b7 feat(vr): implement OpenXR controller haptics and bypass mobile suppression
- Implement RobloxHapticProtocolBridge for MessageBus HapticProtocol
  (SupportsHaptics, GetMotors, SetMotorState, UpdateSingletonVibration).
- Wire bridge into RobloxExperienceComposition and direct game runtime.
- Call JNI NativeGLInterface.nativeUpdateMobileHapticsState during startup
  and game completion.
- Enable FFlagKeepHapticsOnMobileWhenGamepadConnected and FFlagVRHaptics in
  VR client settings overrides to bypass gamepad haptic suppression in libroblox.
- Directly activate KeepHaptics and VRHaptics fast flag bytes in memory
  within RobloxVrDeviceBridge::Activate for builds 2998 and 3222.
- Check xrApplyHapticFeedback result code and add diagnostic logging.
2026-10-14 01:32:32 -05:00
vii 23e7831149 fix(site): keep the screenshots transparent
The first retake was flattened to RGB, which turned the transparent window edges black.
2026-10-13 21:34:07 -05:00
vii 5b2ee2c7f3 docs(site): rewrite the description and feature list, add SEO tags, refresh screenshots
New intro and feature list in the README and the site. The site gets a title with Roblox, link preview tags, structured data, a sitemap, robots.txt, a preview image and the Search Console tag. Screenshots are retaken, the old lobby shot is removed and the store listing points at the new ones.
2026-10-13 21:29:12 -05:00
vii 63ed62b4aa docs(faq): point the VR answer at Nightcap's vr branch 2026-10-13 20:21:33 -05:00
vii 0b0d8067d8 docs(vr): list supported builds, move VR detail into docs/VR.md and update the FAQ 2026-10-13 20:20:51 -05:00
vii 87ac6ee572 test(vr): cover the keyboard upload and quad layer on a real OpenXR runtime 2026-10-13 19:58:40 -05:00
vii fcc8b5382a fix(vr): turn off the desktop flyout side panel in VR 2026-10-13 19:58:40 -05:00
vii 9826535102 fix(vr): align the IsVRAppBuild hook so unoptimized builds do not crash Roblox 2026-10-13 19:58:40 -05:00
vii a30f05fc5b fix(vr): keep the bridge and backend alive until exit for guest threads still in a hook 2026-10-13 18:37:35 -05:00
vii 1ff05e4e6f fix(vr): do not recover an XR session when the restarted runtime uses another GPU 2026-10-13 18:37:35 -05:00
vii 123968be89 test(assets): pin overlay priority and path safety when the root is the content folder 2026-10-13 18:37:35 -05:00
vii 393297a439 feat(vr): support Roblox 3222 (2.742.1059) 2026-10-13 18:37:35 -05:00
vii 7ec8304d8f fix(vr): stop keyboard click-through, redraw churn and upload leaks; build its drawing only with VR 2026-10-13 18:37:34 -05:00
vii f9289d9947 fix(vr): read the pointer hand and HeadScale offsets per build and check them at start-up 2026-10-13 18:37:26 -05:00
vii 7294a46e8a fix(vr): turn on Vulkan queue locking when the adapter loads after the backend 2026-10-13 18:37:19 -05:00
vii 4b67176970 fix(scripts): find VR offsets when Roblox moves the pointer fields
Build 3222 moved the hand selector, hand frame and camera HeadScale fields, so the fixed byte patterns found nothing. Match the code shape instead, read the three offsets from it and write them to the output.
2026-10-13 17:15:39 -05:00
dim-ghub 228121157b vr: drop test hooks and dead code, document every VR variable
- Remove the MOCKTAIL_VR_TEST_SESSION_LOSS_AFTER fault injection; nothing
  used it.
- The scripted head pose and the eye evidence dumper only work in builds
  configured with -DMOCKTAIL_VR_DIAGNOSTICS=ON (default OFF); release
  builds ignore their environment variables.
- Remove FindFmodInputCaptureProfile and HasExpectedFmodInputCaptureVtable
  (only their own tests called them) and the never-defined
  PrepareCaptureLocked declaration; the audio bridge files match upstream
  again.
- docs/VR.md lists every MOCKTAIL_VR_* variable with its default, linked
  from the README.
2026-10-13 00:28:26 -05:00
dim-ghub a06c7de93e vr: fix bridge hand math and make its shutdown safe for live guest threads
- MOCKTAIL_VR_HAND_POSE_SOURCE=grip now rotates hand records from the grip
  pose. base_ori started as the identity quaternion, so the norm check
  never fell back to it and hand rotation was dropped.
- Hand records cancel the engine's stored hand pitch (read from
  hand_pitch_storage_rva by the pointer hook, 20 until read) instead of a
  hard-coded 20, so they agree with the pointer ray.
- Shutdown never rewrites the aim-pointer prologue while guest threads may
  be executing it; the jump stays and only forwards once the bridge is gone,
  and a later activation reuses it.
- Guest hooks count themselves in flight before loading the bridge pointer;
  Shutdown unpublishes the bridge and waits for in-flight calls to drain,
  so no hook keeps a pointer to a destroyed bridge.
- Roblox's original state and eye getters are kept for the process
  lifetime. A hook reached with no bridge, including after a failed vtable
  restore, forwards to them instead of returning an unfilled state buffer.
  Restoring the vtable no longer depends on the pointer hook.
- The activation log names the vtable slots in the right order.
2026-10-13 00:24:45 -05:00