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.
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.
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.
VR now stays off at runtime in every build until --vr or vr.enabled: true,
so a normal launch on a VR-capable build never tries to reach an OpenXR
runtime and no longer exits when none is running.
MOCKTAIL_ENABLE_VR defaults to AUTO: OpenXR support is built when the
third_party/OpenXR-SDK submodule is present and skipped with a notice
otherwise, so source packages that do not fetch submodules (Nix, AUR) keep
building. ON still requires the submodule. mocktail-vr-probe is only built
and installed in VR builds.
CI gains an x86_64 job that builds and tests with MOCKTAIL_ENABLE_VR=OFF.
The config docs and README describe the new defaults.
Mark the 3092 profile experimental. It still runs when selected with
--roblox-lib, but it no longer becomes the preferred update target for
every x86_64 user, so the shipped payload metadata (2998) is again the
preferred profile.
Select the 2998 entry by Build ID in the partial-input profile test instead
of relying on manifest order, and drop the shipped 3092 entry before the
test re-identifies 2998 as 3092.
Align the example config's VR build wording with the bootstrap template.
vr.frame_rate_limit / MOCKTAIL_VR_FRAME_RATE_LIMIT replaces
graphics.frame_rate_limit while VR is active and takes the same values.
It defaults to unlimited so xrWaitFrame paces Roblox at the headset
refresh rate instead of Roblox's own 60 FPS cap.
MOCKTAIL_VR_RENDER_SCALE scales the runtime's recommended eye extent.
SteamVR's recommendation for a Quest 2 at 90 Hz (2244x2352 per eye) missed
the 11.1 ms budget and halved the rate to 45 FPS.
MOCKTAIL_VR_UNPACED=1 stops guest frames from blocking in xrWaitFrame:
the open XR frame spans several guest frames and is submitted once per
display period, for measuring maximum render rate.
Brings in 3e6f63e (drop libexecinfo), aa31cdf (Chimera/musl portability),
bc10810 (Bionic atoi, canary signal exit codes) and cb2e9dd (CI fixes).
Conflicts:
- tests/native_update_test.cc: keep both <cerrno> and <csignal>.
- tests/webview_helper_launcher_test.cc: keep the existing python3 socket
read; it already solves the dash multi-digit fd redirection problem that
upstream fixed by switching the helper to bash.
Brings in aarch64 host support (#152, #162, #167), natural scrolling (#163)
and the arm64 CI build job. Packaging, Pages and README keep the Nightcap
x86_64 side; upstream's aarch64 bundles are not published.
Default title is Roblox, details "Playing {place_name}", and state
"by {creator_name}". The creator comes from the games API response
already fetched for the place name. A text field that expands an
empty placeholder is left out, so the state never shows a bare "by".
text.title sets the activity name, images.* set the large and small icons and hover text, and text.state may be empty to hide it. Text and image fields expand {place_name} and {place_icon}; fields that render empty are omitted. show_place_name: false now also hides the place thumbnail.
Relative-mode motion reports zero absolute coordinates, so the router
accumulates deltas. The accumulator was never clamped, only the copy sent
to the engine, so a long turn pushed it far outside the viewport and every
reversal was swallowed until the pointer travelled all the way back.
input.raw_mouse sends look deltas in host units instead of guest surface
units. Those differ only when the desktop display scale and the window's
pixel density disagree, as under fractional scaling. Default off.
Resolve src/update/host_abi_deriver.cc: keep upstream's FMOD vtable layout
versions and input-method derivation inside the optional output-device
bridge, so a mismatch omits the bridge instead of failing derivation.
Roblox requests FIFO with 3 swapchain images, which queues up to two frames
before display. The default vsync policy (auto, unmanaged frame cap) now
resolves to the vsync policy so the lowest-latency synchronized present mode
the host offers is used.
vkAcquireNextImageKHR(): A swapchain no longer matches the surface properties exactly, but can still be used to present to the surface successfully. (VK_SUBOPTIMAL_KHR) (1000001003)
The coordinator constructed ApkPureProvider directly in three places and
rejected every other configuration with "native updater supports only the
direct APKPure provider". A single unreachable host therefore failed the
whole update with no way to try anything else, and the reported error named
neither the provider nor the host: on 2026-08-18 api.pureapk.com answered
503 to every request, including metadata for unrelated packages, and a
first launch could only say "Roblox update preflight failed".
Introduce an ApkProvider interface and a ProviderChain that consults
providers in order, returns the first answer, and reports every failure
with the provider that produced it when none answer. Each provider
downloads into its own directory, so a failed attempt cannot block the
next. Adding a source is now one line in BuildProviderChain instead of a
change spread across the coordinator.
The chain currently holds APKPure alone. The repository already ships a
pinned Uptodown provider as a build script, but it no longer works against
Uptodown's current pages, so wiring it in would add a second way to fail
rather than a fallback; that is reported separately.
Payload receipts now record which provider produced an archive, and
updates.source accepts auto alongside apk-pure so existing configuration
files keep working.