Commit Graph
2 Commits
Author SHA1 Message Date
bigmak94andClaude Opus 5.5 d96618af1d Quest app 0.14 to 0.17: a field-of-view menu at the start, counted from the headset's own view
Work of 2026-10-04, committed as it was (README-QUEST-VR.md tells each step):

- 0.14: every start shows a panel in the headset to choose how much of the field of view
  the game draws (left and right on the D-pad or the left stick, X to play). Less is the
  same pixels over fewer degrees, a sharper picture; the choice is remembered. Below all of
  it, each eye gets a soft-edged squircle border, drawn where the host copies the frame.
- 0.15: the percent is of the headset's own view, read from OpenXR before Play is offered
  and handed to the emulator before the game starts (SHADPS4_VR_HEADSET_FOV_TAN), 50 to 100.
- 0.16: the border sits around each eye's straight ahead, which a headset's uneven view
  does not have in the middle of the picture.
- 0.17: both eyes draw the same, even view around straight ahead that takes in the
  headset's own (SHADPS4_VR_FOV_SYMMETRIC), so that what one eye shows the other shows too
  when the view is narrowed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 10:15:43 +02:00
bigmak94andClaude Opus 5.5 b5f400bbbd AstroQuest 0.11: ASTRO BOT Rescue Mission in VR on Meta Quest 3 and PC VR
On top of the shadps4-arm64 core imported in the previous commit:

- PlayStation VR emulation: headset, tracker, reprojection, camera and social screen; the
  player's seat and view reset; head velocity for head-butts; field of view settings
- Sound: a native Ngs2 engine (samplers, submixers, effects), the Audio3d spatializer, virtual
  surround for headset speakers, microphone pass-through; libSceJson2; libSceFiber on FEX
- Fixes for CUSA12392 under emulation: real-time step, pace and resolution governor, larger
  render sizes on the PC, save loading at start
- Renderer: geometry shaders fed with fans/polygons/loops, cube-array layers of light probes,
  sample-count mismatches on Adreno, timeline semaphore hang, FXAA in place of the MSAA
  resolve, sharpening, VR frame export
- quest-host: the Quest app (OpenXR host that runs the glibc core as a child process, frames
  through AHardwareBuffers, DualSense mapping, hand-tracked controller placement, KGSL shim)
- PC: in-process OpenXR host (Virtual Desktop or any OpenXR runtime), Touch controllers as the
  gamepad, launcher with a settings window; vendored OpenXR SDK 1.1.63
- Builds keep the build machine's folders out of the binaries (-ffile-prefix-map); machine
  settings (Python, headset serial, signing key) live in git-ignored tools/*.local files
- tools: build, packaging and test scripts for Windows and the headset
- README with installation, license (GPL-2.0-or-later), third-party notices and thanks

No game files are part of the repository; .gitignore only lets listed paths in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:00:43 +02:00