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.
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VR
Experimental OpenXR VR is opt-in: launch with --vr, or set vr.mode in
config.yaml:
off(default) always starts on the desktop.onalways starts in VR.autostarts in VR when SteamVR is already running with a connected headset, ALVR included, and on the desktop otherwise. It never starts SteamVR, so start SteamVR and connect the headset first.
--vr and --no-vr override vr.mode for one launch. The older
vr.enabled: true/false still works as on/off. Everything here only
applies while VR is active. The README covers
building and running.
Menus and typing
The home menu uses Roblox's More button. The desktop side panel is turned
off in VR, because the VR pointer cannot click it.
When a text box takes focus (chat, search), a keyboard opens in front of you,
below eye level. It is a full US layout without the function row or
Ctrl/Alt. Point at a key and pull the trigger. While you point at the keyboard,
the trigger types and does not click the game behind it. Hold Backspace to
delete repeatedly. Shift applies to the next key and selects its upper symbol;
Caps Lock stays on until you tap it again. Close dismisses the keyboard and
leaves the text box. Set MOCKTAIL_VR_KEYBOARD=0 to turn the keyboard off.
Environment variables
Runtime and display
| Variable | Default | Effect |
|---|---|---|
MOCKTAIL_VR_ENABLED |
0 |
Same as --vr (1) or --no-vr (0). |
MOCKTAIL_VR_RUNTIME |
auto |
OpenXR runtime: auto, system, wivrn, steamvr or alvr. XR_RUNTIME_JSON overrides it. |
MOCKTAIL_VR_BACKEND |
xr |
native keeps Roblox's stereo rendering without an OpenXR runtime, for debugging. |
MOCKTAIL_VR_FRAME_RATE_LIMIT |
unlimited |
Frame-rate cap in VR, same values as graphics.frame_rate_limit (also vr.frame_rate_limit). With unlimited the headset's refresh rate paces frames. |
MOCKTAIL_VR_ANTI_ALIASING |
fxaa |
Same as vr.anti_aliasing. Roblox draws the VR eyes without anti-aliasing, so each eye is filtered on its way to the headset (Vulkan only). fxaa is the cheapest; smaa finds edges more precisely and keeps text sharper; off sends them as rendered. |
MOCKTAIL_VR_RENDER_SCALE |
1.0 |
Scales each axis of the runtime's recommended eye size, 0.25 to 2.0. |
MOCKTAIL_VR_UNPACED |
0 |
1 stops waiting for the headset between frames, to measure the maximum frame rate. Frames past the headset refresh are not shown. Not for playing. |
MOCKTAIL_VR_DESKTOP_MIRROR |
1 |
0 stops copying the left eye to the desktop window. |
MOCKTAIL_VR_MIRROR_SHM |
unset | A shared-memory name such as /nightcap-mirror publishes both eyes for an external viewer. The segment is private to your user. |
MOCKTAIL_VR_KEYBOARD |
1 |
0 turns off the in-headset keyboard. |
Hands and scale
| Variable | Default | Effect |
|---|---|---|
MOCKTAIL_VR_HAND_POSE_SOURCE |
aim |
grip orients hands from the controller grip pose instead of the aim pose. |
MOCKTAIL_VR_HAND_PITCH_OFFSET |
-20 |
Degrees added to Roblox's own hand pitch. |
MOCKTAIL_VR_HAND_PITCH |
unset | Replaces the total hand pitch, in degrees. |
MOCKTAIL_VR_WORLD_SCALE |
1.0 |
Scales head, hand and eye offsets. MOCKTAIL_VR_EYE_OFFSET_SCALE is an older name for it. |
Performance tracing
| Variable | Default | Effect |
|---|---|---|
MOCKTAIL_VR_PERF |
unset | 1 logs per-stage frame timings and counters once a second. present_interval is the frame time; desktop_mirror, copy_record and copy_fence_wait show time the CPU spent on VR copies. |
MOCKTAIL_VR_MEASURE_START_NS, MOCKTAIL_VR_MEASURE_END_NS |
unset | Limit MOCKTAIL_VR_PERF to a CLOCK_MONOTONIC window. |
MOCKTAIL_VR_POSE_LOG_INTERVAL |
240 |
Frames between head-pose log lines. |
Diagnostics builds
These only work in builds configured with -DMOCKTAIL_VR_DIAGNOSTICS=ON.
Release builds ignore them.
| Variable | Default | Effect |
|---|---|---|
MOCKTAIL_VR_POSE_SOURCE |
runtime |
script drives the head from a scripted motion instead of the headset, for testing without wearing it. |
MOCKTAIL_VR_POSE_AMPLITUDE_POSITION, _YAW, _PITCH |
0.25, 0.5, 0.17 |
Scripted motion size, in metres and radians. |
MOCKTAIL_VR_POSE_PERIOD_POSITION, _ROTATION |
240, 360 |
Scripted motion period, in frames. |
MOCKTAIL_VR_XR_EVIDENCE_DIR |
unset | Writes submitted eye images to this directory. |
MOCKTAIL_VR_XR_EVIDENCE_INTERVAL |
20 |
Frames between evidence images. |
Adding a Roblox build
VR needs addresses that are specific to each Roblox build. To use a supported
build that is not the active one, point --roblox-lib at its libroblox.so.
To add a build, run the offset finder on its library:
python3 scripts/find_roblox_vr_offsets.py --elf <libroblox.so> --output offsets.json
It needs the capstone Python package. Add its values to kContracts in
src/vr/roblox_vr_device_bridge.cc. Nightcap checks those addresses against
Roblox's code before it hooks anything, and leaves VR off if they do not
match. To run the same checks on real libraries, set
MOCKTAIL_TEST_VR_PAYLOADS to a folder of <build>-<build id>/libroblox.so
payloads and run ctest -R VrSupportedBuilds.
For a second opinion, solve the new build from the previous one and compare the two answers. It needs the previous build's HostAbi profile and compatibility manifest:
python3 scripts/roblox_abi_check.py --reference-lib <old libroblox.so> \
--reference-profile <old profile.json> \
--reference-compatibility config/roblox_compatibility.json \
--candidate-lib <new libroblox.so> --vr
It lists every field where the finder and the solver disagree and exits 0 when they agree on all of them.
Testing without a headset
Monado can stand in for a headset. Its
qwerty driver gives a head and two controllers that you move with the
keyboard and mouse:
QWERTY_ENABLE=1 XRT_DEBUG_GUI=1 monado-service
Then, in another terminal:
XR_RUNTIME_JSON=/usr/share/openxr/1/openxr_monado.json ./build/mocktail --vr
The keys work while Monado's debug window has focus. The simulated display is small, so text in the headset view looks coarse.
Two tests need an OpenXR runtime and skip without one. To run them, start Monado with no window and opt in:
XRT_COMPOSITOR_NULL=1 monado-service &
XR_RUNTIME_JSON=/usr/share/openxr/1/openxr_monado.json MOCKTAIL_TEST_XR_GLES=1 \
ctest --test-dir build -R GlesVrTransportTest.OpenXr