Commit Graph
73 Commits
Author SHA1 Message Date
spoopyghosty0 922f7f31d4 MR: scan the room in the headset - RoomView 3D capture with headset prompts, wall labels, agent 92
The agent records Valve's passthrough depth mesh (IVRBlockQueue + IVRPaths, Background/Overlay OpenVR app), converts
poses with the final raw->standing transform, shows pre-rendered prompts as a SteamVR overlay, then builds the room
with fp_roomscan (room_capture / room_capture_status). PC: rooms.scan, Frame page progress, frameport frame room scan.
FrameBridge reads the optional wall label (INVISIBLE_WALL_FACE). ROOM_FORMAT: outline orientation stated exactly.
2026-10-18 19:56:12 -04:00
spoopyghosty0 81beaf9806 Verify shim routing and protect erased or stale scene handles 2026-10-18 19:48:17 -04:00
spoopyghosty0 fa0669a952 Test room geometry discovery persistence and malformed data on the host 2026-10-18 19:48:16 -04:00
spoopyghosty0 382183b594 Report scanned room or guardian box on scene capture requests 2026-10-18 19:48:16 -04:00
spoopyghosty0 394b25c5c8 Route all emulated scene APIs and fake space consumers through the shim 2026-10-18 19:48:15 -04:00
spoopyghosty0 8071ae7fac Persist random UUID application anchors across sessions 2026-10-18 19:47:50 -04:00
spoopyghosty0 538ac66499 Add META discovery and persistence entry points and events 2026-10-18 19:47:49 -04:00
spoopyghosty0 fdac2a451a Expose room polygons volume bounds and triangle meshes 2026-10-18 19:47:13 -04:00
spoopyghosty0 17056473ce Load scanned STAGE room files and bounded mesh sidecars 2026-10-18 19:47:13 -04:00
spoopyghosty0 d801ff6bc8 Controller buttons: second button up and toward the other hand like Quest (Quest pair: Y = d-pad right, B = X; Mirror follows); d-pad touch is one sensor 2026-10-18 09:23:52 -04:00
spoopyghosty0 33bb14e034 FrameBridge: cube-only frames as quads (#385); CI: lint, foveation test
HardBullet's loading frames submit only a cube layer, which the Frame's runtime doesn't composite, so the loading
screen stayed black. Adapter setting cube_quads (default on) draws a cube-only frame's six faces as quad layers
around the viewer; frames with a projection layer are unchanged. Adapter rebuilt on current main.

Also: the foveation test expected a numeric FOVE_LEVEL to pass through (Valve's layer ignores numbers since #394),
a long description line and an import order in adapter_dialog.py failed lint.
2026-10-17 21:52:39 -04:00
spoopyghosty0 b42d85d7c4 Fix Frame binding ownership and accepted Touch translation 2026-10-17 21:36:41 -04:00
spoopyghosty0 1f64d089e1 quest_buttons: bare trigger/squeeze/button paths map too (OpenXR resolves them to value/click) 2026-10-17 21:36:37 -04:00
spoopyghosty0 1f27cd47a3 Rebuild adapters and cover binding suggestion failures 2026-10-17 21:36:18 -04:00
spoopyghosty0 ff592e41e8 Add opt-in Quest controller bindings for Frame 2026-10-17 21:36:17 -04:00
spoopyghosty0 5e668f33d3 Batman audio hooks: place stubs in verified free gaps, say which step failed
On the Frame the atomic-branch detours never installed ("installation failed"): an mmap hint isn't honoured,
so the stub landed out of B range. Stubs now go into free gaps from /proc/self/maps within +-128 MiB of the
entry, mapped with MAP_FIXED_NOREPLACE (a relocated result is rejected); no gap = no hook. Every failure logs
the target and the failing step.
2026-10-17 16:47:06 -04:00
spoopyghosty0 feb4658dde Batman audio hooks: publish detours with one atomic branch (#389, #34)
The detour helper from PR #34 (used by the metadata hook and PR #389's two geometry hooks) wrote a 16-byte
branch + literal in two steps while game threads may run the function (installation is retried from
xrPollEvent). Each hook now publishes a single aligned release-atomic AArch64 B to a stub within +-128 MiB;
the trampoline replays the one verified instruction and returns to entry+4. Every mprotect is checked;
failures before publication free the stub and trampoline and leave the function untouched; no stub in range =
no hook. Adapter artifacts rebuilt by us (the PR's binary isn't shipped).
2026-10-17 16:47:06 -04:00
Lucas-Mathieu 78fc926a48 Fix Batman audio geometry input lifetime across background loading 2026-10-17 16:47:05 -04:00
spoopyghosty0 1e1c435191 Headset model per game, Quest 3 by default (#373)
Games saw a Quest 2: OVRPort's dispatcher hardcodes the system name "Oculus Quest2" and a Quest 2
headset UUID (XR_META_headset_id), and OVRPlugin decides the headset type from the UUID first, then the
name. device.headset_model (Customize; Quest 3 default for every Quest game, also Quest 3S, Quest Pro,
Quest 2) rewrites both in the dispatcher after checking the original bytes; Quest 2 leaves the build
byte-identical. FrameBridge reports the same name to games that call the runtime directly. A library
migration adds the default to existing recipes (installed games show Update on Frame).
Lepton's ro.product.model ("Lepton") can't be overridden by boot properties, so Build.MODEL is unchanged.

Verified on the Frame: OVRPlugin logs "systemName Meta Quest 3" (was "Oculus Quest2").
2026-10-17 15:18:45 -04:00
spoopyghosty0 7d4e20844f FrameBridge: XR_FB_color_space for games that require it (#336)
OutRun Quest VR quits before its VR session with "Rec.709 color space unavailable": the Frame's runtime
has no XR_FB_color_space. Adapter setting fb_color_space (off by default; triage color-space-missing
suggests it) offers the extension when the runtime lacks it, reports Rec.709 and accepts any colour
space without converting. OVRPort's dispatcher can't forward the new functions, so it isn't on for every
game. Not yet tried on the device.
2026-10-17 14:56:59 -04:00
spoopyghosty0 542e54882d Add opt-in dispatcher-level Quest Vulkan foveation suppression 2026-10-17 02:19:06 -04:00
spoopyghosty0 8986aa7040 FrameBridge: answer xrGetDisplayRefreshRateFB with the real rate (PreyVR black menu, #306)
The Frame's runtime has no XR_FB_display_refresh_rate (-7); OVRPort's dispatcher still
offers it and answered 0 Hz. Team Beef's idTech 4 ports run USERCMD_MSEC = 1000 / refresh,
so PreyVR had 0 ms tics: the async thread spun (~1.9M tics/s), com_frameTime stayed 0 and
the main menu's timeline never got past its first step (black backdrop + cursor only).
FrameBridge now always answers with 1 / predictedDisplayPeriod (else the refresh_rate
setting, else 72 Hz). Headless: menu drawn (snapshot mean 68 vs 0.1 before), clocks advance.

- glmv: gl_mv_debug=2 traces draws (state, GL errors per framebuffer), failed texture
  uploads/copies/compiles and idTech 4 clocks; how this was found
- triage: a single xrEndFrame -16 is info, not the black-menu error it was blamed for
- PLAYBOOK row, CLAUDE.md fact, host test for the fallback rate
2026-10-17 02:19:00 -04:00
spoopyghosty0 a1dd3bc7b6 adapter: snapshots fall back to a quad/cylinder layer and log brightness
Frames without a projection layer (e.g. PreyVR's menu, a cylinder layer only) gave no snapshot. The snapshot now
takes the first quad/cylinder layer's image instead and logs the layer type, image area, array index and the mean/max
brightness of the submitted area, so a black image shows in the log without fetching the file (#306).
2026-10-17 02:18:58 -04:00
spoopyghosty0 2e1622c56b FrameBridge: unique controller action names (#323)
Scared By Squares (Unreal 4.27, OpenXR) creates two actions named "turn"
(an action mapping and an axis mapping called Turn). The Frame's runtime
accepts the duplicate, then vrserver fails to load the input manifest it
builds ("SetXrInputConfig failed. Failed to load manifest"), drops the
app's connection and treats it as exited: black, then the home environment
while the game keeps running with sound. Headless the app reconnected as a
plain OpenXR instance, got throttled to 10 fps and the compositor received
no presents.

- action_dedup (adapter setting, default on): a later duplicate action name
  or localized name in a set is created as "<name>_N" / "<Localized> N"
  (native/adapter/action_names.h, host-tested). Headless on the dev Frame:
  manifest loads, 72 fps, 2808 presents in 45 s (before: 10 fps, none).
- input_diag logs every action set and action (escaped names).
- force_render (hidden diagnostic): xrWaitFrame reports shouldRender=TRUE so
  headless runs exercise engines that skip layers when not visible; FrameBridge
  logs shouldRender changes.
- Triage: space-warp-used only on the motion-vector swapchain (format 97);
  D24S8 (129) eye depth falsely matched. New info finding duplicate-action-renamed.
- Catalog entry (status unknown, min_app 1.2.1), PLAYBOOK row.
2026-10-17 02:18:56 -04:00
spoopyghosty0 1d586d370b FrameBridge profile_remap: leave Meta's detached-controller paths out (#328)
Meta's Unity OpenXR features add Detached Touch/Touch Plus/Pro devices on
/user/detached_controller_meta/left|right. Unity merges same-named actions of all devices, so the
first such action (thumbstick) failed with XR_ERROR_PATH_UNSUPPORTED on the Frame (no
XR_META_detached_controllers), Unity attached no action set and neither Unity nor OVRPlugin got
controller input: hands on the floor (Spatial Zombies). Without the extension in the runtime, these
paths are now left out of xrCreateAction subaction paths and suggested bindings, and
xrGetCurrentInteractionProfile answers no profile for them. Headless: actions created, Touch
bindings accepted, action spaces created, no ACTIONSET_NOT_ATTACHED.
2026-10-17 01:55:30 -04:00
spoopyghosty0 e439623baa FrameBridge profile_remap: report the game's own profile for remapped hands (#327, #328)
Games that suggest controller bindings only for Meta's Touch Plus/Pro profiles got them moved to
oculus/touch_controller, but xrGetCurrentInteractionProfile then answered oculus/touch_controller,
a profile they never suggested. Unity's OpenXR input creates its devices by the reported profile,
found none and left the controllers unconnected: hands lying on the floor, no buttons (Hotel
Infinity). Such hands are now reported with the game's own (last remapped) profile; games that
suggest Touch themselves are unchanged. Logic moved to profile_report.c with a host test.
2026-10-17 01:55:00 -04:00
spoopyghosty0 6c82789a72 Foveation: keep eye swapchains ordinary under Valve's FDM (#303)
Unity's Oculus XR plugin asks for SUBSAMPLED eye images through
XR_META_vulkan_swapchain_create_info. With device.foveation on, Valve's
injected FDM leaves their coarse areas in the subsampled layout and the
compositor shows them as garbage around the sharp area (Medieval
Dynasty: black with scattered coloured blocks). foveation_fix=1 only
dropped the XrSwapchainCreateInfoFoveationFB nodes.

The adapter's storage fix (clear SUBSAMPLED from the META node) now runs
whenever foveation_storage_fix is set, also with foveation_fix, and
device.foveation tracked/fixed sets it. Generic form of Batman's
OVRPlugin allocation fix. Adapter rebuilt; revision not bumped.
2026-10-17 01:54:30 -04:00
spoopyghosty0 a294359a4e FrameBridge: emulate inverse alpha blending with passthrough (#329)
Star Wars: Beyond Victory's mixed reality showed the room on the game's
objects and black where the room should be. Unreal keeps 1 - coverage in
the scene alpha, and OVRPlugin chains XrCompositionLayerAlphaBlendFB
(colour ONE_MINUS_SRC_ALPHA / SRC_ALPHA) to the eye layer; the Frame's
runtime ignores the struct and blends with the plain texture alpha.

New adapter setting alpha_blend_emul (default on, Vulkan): while
passthrough is emulated and the projection layer asks for inverse
blending, the alpha of the eye image rectangles is inverted in place
(alpha-only blend pass, once per acquired image, queued ahead of the
runtime's submission). layer_debug now also logs the blend factors.
Headless on the Frame: factors (3,2/3,2) seen, inversion runs, 72 fps,
no rejected frames. Not yet checked in the headset.
2026-10-17 01:54:01 -04:00
spoopyghosty0 9cacc0eacc Unity IL2CPP fixes warn when they find nothing; FrameBridge fills empty image rects (#293)
- Il2cppReturnPatch (unity_runtime_msaa_off, unity_multipass, unity_text_input, ...): a patch that is turned on
  but whose methods Cpp2IL doesn't find in the game now logs it and adds a WARN build check naming the patch
  ("not applied (<id>): code not found in this game ...") instead of skipping silently. ApkContext.checks =
  checks a patch reports while applying; apply_frame_fixes adds them to the build's checks (job/CLI output,
  build record). WARN only: the build still succeeds.
- FrameBridge rect_clamp: an empty projection/quad image rect (BattleTalent's first frames: 0,0 0x0 ->
  xrEndFrame -25 twice, then OVRPlugin stops submitting) becomes the whole swapchain image when its size is
  known; counted as swapped, logged ("rect_clamp: view N empty image rect -> full swapchain WxH"). Adapter
  revision unchanged; artifacts rebuilt.
- triage swapchain-rect-invalid, PLAYBOOK row, setting texts, PATCHES.md, i18n template.
2026-10-17 01:52:16 -04:00
spoopyghosty0 6cd1eaaf23 adapter: show a per-eye cylinder menu to both eyes (fix black curved menus)
Doom3Quest-based ports (PreyVR, #306) draw their menu on a curved
cylinder layer submitted once per eye. The Frame's runtime has no
cylinder layers, so FrameBridge shows each as ~7 flat quad strips; a
per-eye pair is ~14 quad layers in one frame, which the runtime rejects
whole (xrEndFrame -> XR_ERROR_LAYER_INVALID, -16). The menu then stays
black while the game runs at 72 fps.

Collapse the pair: drop the right-eye cylinder and show the left eye's
strips to both eyes (the runtime composites a quad to both eyes anyway).
That halves the layer count and drops the per-eye eyeVisibility, and the
runtime accepts the frame. Only frames with per-eye cylinders change --
exactly the ones that were being rejected; mono (BOTH) cylinder games
such as 4XVR are untouched.

Verified on the dev Frame (headless): PreyVR v1.2.4 rebuilt + installed,
the menu frame now submits (one transient -16 on the first frame before
the space is locatable, then clean), 72 fps. Visual confirmation of the
menu needs the headset. Triage signature cylinder-menu-layers-rejected.

No adapter revision bump (installed games are not marked outdated).
2026-10-15 15:54:29 -04:00
spoopyghosty0 741af0651e adapter: log the created swapchain handle in xrCreateSwapchain
Diagnostics only (no behaviour change): the "new layer ... usable=0"
line prints a layer's swapchain pointer, but creation logged only the
result, so a dropped layer couldn't be matched to the xrCreateSwapchain
that made (or failed to make) its swapchain. Needed to pin why a quad
"screen layer" is dropped (#306 PreyVR: menu rendered to a quad whose
swapchain FrameBridge reports as not usable).
2026-10-15 15:13:37 -04:00
spoopyghosty0 9eef555bf2 cube_standin: serve a refused cube swapchain on Vulkan too (#296 UNDERDOGS)
The GLES-only stand-in left Vulkan games (UNDERDOGS: VkFormat 43, faces=6) with the runtime's refusal, so OVRPlugin
crashed in ovrp_EndFrame4. When there's no GLES context, the adapter now makes a cube-compatible VkImage (6 layers,
the requested format/size/mips, usage from the XR flags) with the app's device/queue and a private transient pool,
transitions it to COLOR_ATTACHMENT_OPTIMAL, and enumerates it as a Vulkan image; its cube layers are still dropped.
GLES behaviour is unchanged. Adapter rebuilt deterministically (both ABIs).
2026-10-15 01:43:29 -04:00
spoopyghosty0 a2515f13a7 FrameBridge: turn upside-down quads upright in place (#138); gl_error_clear stops Vader's runtime memory leak (#285) 2026-10-14 13:40:15 -04:00
spoopyghosty0 8fead8387d Merge PR #247 (experimental shared eye-tracked foveation, Batman video)
# Conflicts:
#	artifacts/SHA256SUMS
#	artifacts/arm64-v8a/libopenxr_loader_generic.so
#	artifacts/armeabi-v7a/libopenxr_loader_generic.so
#	catalog/triage.yaml
#	tests/test_triage.py
2026-10-12 21:56:42 -04:00
spoopyghosty0 c29cef5f97 FrameBridge: fade_quad draws colour-scale fades as a black quad over the picture (#197)
Opt-in game setting (Picture -> Draw fades over the picture). Batman: Arkham Shadow fades by dimming its projection
layer with XR_KHR_composition_layer_color_scale_bias; with fade_quad=1 FrameBridge adds a black, alpha-blended quad
right after the dimmed layer (VIEW space, 1 m ahead), opacity = 1 - scale in 16 steps. One 8x8 swapchain, refilled
only when the step changes (Vulkan clear on the app's queue / GLES clear in its context); one swapchain per step hit
XR_ERROR_LIMIT_REACHED. fade_quad=2 also removes the layer's own scale. Device (headless, Batman): swapchain created,
level 16/16 on the first frame, no xrEndFrame errors, 72 fps.
2026-10-12 21:40:01 -04:00
Lucas-Mathieu 697e96c35f Add experimental shared foveation and Batman video/loading fixes 2026-10-13 01:50:29 +02:00
spoopyghosty0 aff939a6d8 BlazeRush native fixes (GitHub #57, Klownicle's guide): GL shim gl_int_attribs (integer vertex inputs fed as floats re-set with glVertexAttribIPointer per draw, per-context reflection dropped on link/binary/delete) and gl_highp_markers (matching vertex shaders compute in highp); VrApi bridge answers FOV properties 7/8 before any session with the live FOV saved by an earlier session (also located before tracking); FrameBridge logs the runtime's unscaled eye size 2026-10-10 23:18:41 -04:00
spoopyghosty0 af9c207ddf FrameBridge: always log the runtime's focus losses and returns with their length (focus: lost / back after N ms), before focus_hold hides a dip; for session triage 2026-10-09 14:03:23 -04:00
Lucas-Mathieu b4848c0424 Harden codec deployment and isolate native video hooks 2026-10-09 19:24:51 +02:00
Lucas-Mathieu da638aea99 Merge remote-tracking branch 'origin/main' into fix/batman-cutscene-playback
# Conflicts:
#	agent/frameport_agent.py
#	artifacts/SHA256SUMS
#	artifacts/arm64-v8a/libopenxr_loader_generic.so
#	artifacts/armeabi-v7a/libopenxr_loader_generic.so
#	native/adapter/frame_adapter.c
2026-10-09 18:29:12 +02:00
spoopyghosty0 1e6ce04e4f pose_time_fix: never move a recent predicted display time; monotonic times only told apart when the clocks are more than 4 display periods apart and the time is clearly nearer the monotonic now (GitHub #49: on a Frame with XrTime only ~68 ms ahead of CLOCK_MONOTONIC, a request at the frame's display time after a hitch was taken for a monotonic time and moved +67.7 ms). Found by Klownicle, GitHub #49 2026-10-09 11:35:35 -04:00
spoopyghosty0 fa69ffefd2 Vader Immortal: loading card, controls, lightspeed shaders, thumbs (GitHub #49)
Klownicle's five fixes for Vader Immortal: Episode I, reimplemented as FramePort patches (found by Klownicle,
GitHub #49; their prebuilt APK is not used):

- frame.unreal_quest_precompile: UVRUtils::GetQuestShaderPrecompilePercent returned 0.0 on its non-Quest branch, so
  the menu waited forever on the loading card; that branch now returns 1.0. Located by symbol, every instruction
  around it checked (bl IsRunningOnSantaCruz; tbz w0,#0; fmov s0,wzr; ldp; ret); other builds stay untouched.
- frame.unreal_quest_keymap: the RPOC key selector (shared by AddAxisMapping and AddActionMapping, so both mapping
  kinds were affected) picked the empty Gear VR key set for an Oculus HMD; the tbz to it becomes a nop. Located as
  the common callee of both functions, pattern-checked.
- frame.zink_shader_fix + native/zinkfix (libVkLayer_fp_shaderfix.so): a Vulkan layer under Zink for GLES games
  that applies zink_shader_fix entries (vk_shader_fix format) to the SPIR-V Zink generates; it adds itself to
  GraphicsEnv's debug layer list from a constructor (the engine library loads it first). zink_shader_dump=1
  captures modules. Vader's recipe carries the two lightspeed-shader fixes (12 OpStores each).
- adapter proximity_emul (FrameBridge): OVRPlugin's thumb/index proximity actions get bindings to the capacitive
  touch inputs when the runtime lacks XR_FB_touch_controller_proximity (OVRPort offers the extension anyway):
  generic replacement for the libUE4 ThumbUp patch.
- Vader's recipe: pose_time_fix + proximity_emul, status unknown (to test in the headset), min_app 0.12.1.

Analysis records unreal_quest_gates (ANALYSIS_VERSION 4). Star Wars: Tales from the Galaxy's Edge (same studio)
has neither gate (different engine build) and gets a catalog entry with pose_time_fix + proximity_emul.

Headless on the dev Frame (Lepton 3.0.5): the layer loads into Zink's instances, the proximity bindings are
accepted, and the game passes the loading card to the "guardian smaller than recommended, press any button" screen.
2026-10-09 09:20:15 -04:00
spoopyghosty0 dfacf6a206 FrameBridge: serve cube swapchains the runtime refuses (GitHub #107)
Budget Cuts Ultimate asks for a 2048x2048 cube swapchain (faces=6); the Frame's runtime has no cube layers and refuses it (-2), OVRPlugin carries on with no images and crashes in ovrp_EndFrame4 (memset). cube_standin (default on, GLES) serves it as a GL cube map in the game's context and drops its layers. Triage cube-swapchain-refused (supersedes unity-render-crash/native-crash). Verified headless: the game runs on at ~70 fps.
2026-10-09 09:09:23 -04:00
spoopyghosty0 48455b9b72 pose_time_fix: robust clock offset (the largest of the last ~2 s of xrWaitFrame samples; hitches made single samples dip by up to 2.5 s and pushed fixed times up to 2 s into the future), far-past requests located at the frame's display time, nothing moved before 8 samples. Headless survey of 54 games: no other game asks for head/views on the monotonic clock; UE4 OVRPlugin 1.89 games and The Room VR ask for XrTime ~0 every frame and work today, so the setting stays suggested for Unity built-in Oculus games only. BattleSisters on the Frame: every moved request now at 0.0 ms from the display time 2026-10-09 01:35:15 -04:00
spoopyghosty0 832b401630 Pose time fix (adapter pose_time_fix, pose_debug): OVRPlugin locates its "now" poses at the monotonic clock
BattleSisters' hands lagged behind the controllers (also with ovrp_hold_physics on or off). pose_debug=1 (new,
FrameBridge: per 5 s and per located space, the requested time minus the predicted display time) showed on the dev
Frame (SteamOS 0.4.5): XrTime runs 2.56 s ahead of CLOCK_MONOTONIC, the hand spaces were located at -2564 ms (the
monotonic "now" passed on as an XrTime: OVRPort's dispatcher converts XR_KHR_convert_timespec_time 1:1 and
FrameBridge's emulation is never asked) and the head at XrTime 0.1 s (~1450 xrLocateViews/xrLocateSpace per 5 s).

pose_time_fix (default off; suggested for Unity built-in OVRPlugin games): in xrLocateSpace(s)/xrLocateViews a time
nearer the monotonic clock than XrTime's "now" is moved by the offset measured at xrWaitFrame, one more than 0.5 s
before the display time goes to "now". Headless with it on: every far-past request moved, located times -9.8..0 ms
from the display time. Host unit test for the time rules; PLAYBOOK row.
2026-10-08 22:41:34 -04:00
Lucas-Mathieu d3a35c307a Fix Batman native cutscene decoding and stereo composition 2026-10-08 01:57:29 +02:00
spoopyghosty0 892c7c13bd FrameBridge input_diag: report failed vibrations from the adapter's own xrApplyHapticFeedback (always hooked for haptic_scale, so the PR's wrapper never ran); adapter artifacts rebuilt 2026-10-06 23:13:52 -04:00
Molier 3b6128a1b0 FrameBridge input_diag (off by default, hooked only when on): logs each controller profile a game suggests with the runtime's answer (every path of a rejected one), the profile the runtime reports for each hand, OpenXR functions the runtime lacks and failing input, haptics and perf calls, each line once. Triage signature input-call-failed, PLAYBOOK row, host test tests/test_input_diag.py; artifacts not rebuilt 2026-10-06 23:13:51 -04:00
spoopyghosty0 109c7e449c FrameBridge: a vibration with amplitude 0 becomes xrStopHapticFeedback (OVRPlugin stops vibrations that way; the last buzz otherwise ran its full 2 s in Jurassic World, The Boys VR, Creed) 2026-10-06 16:28:45 -04:00
spoopyghosty0 69da709ea2 Vibration: haptic_fix converts envelopes with their RMS instead of their peak (vibrations felt far stronger than on a Quest); new per-game setting haptic_scale ('Vibration strength') scales every vibration in FrameBridge and logs the first requests. VrApi bridge: input/vibration diagnostics every 5 s (BlazeRush controllers) 2026-10-06 15:22:57 -04:00