Files
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

136 lines
6.5 KiB
Markdown

# VR
Experimental OpenXR VR is opt-in: launch with `--vr`, or set `vr.mode` in
`config.yaml`:
- `off` (default) always starts on the desktop.
- `on` always starts in VR.
- `auto` starts 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](../README.md#experimental-vr) 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:
```bash
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:
```bash
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](https://monado.freedesktop.org) can stand in for a headset. Its
`qwerty` driver gives a head and two controllers that you move with the
keyboard and mouse:
```bash
QWERTY_ENABLE=1 XRT_DEBUG_GUI=1 monado-service
```
Then, in another terminal:
```bash
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:
```bash
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
```