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Added First-person "Hide Driver" and "Hide Driver and Kart" & Improved Default FPV Settings
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@@ -30,10 +30,12 @@ hud_virtual_screen = true
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stop_at_display_copy = true
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skip_copy_clears = true
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first_person = false
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first_person_units_per_meter = 10.0
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first_person_head_up_meters = 1.0
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first_person_units_per_meter = 30.0
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first_person_head_up_meters = 3.0
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first_person_head_forward_meters = 0.0
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first_person_head_right_meters = 0.0
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first_person_hide_driver = true
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first_person_hidden_model = 0
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```
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Set `enabled = true`, close the game completely, and start it again. These settings are read only
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@@ -61,8 +63,8 @@ four are live and are also exposed in the F10 settings bar.
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By default the headset sits where Mario Kart's own chase camera sits, and `world_units_per_meter`
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of 500 presents the race as a small diorama on a table. Turning on `first_person` moves the camera
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to the Player 1 driver's head instead, and switches the world scale to
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`first_person_units_per_meter`, which defaults to the 10 units per metre Mario Kart Wii is
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authored at, so the race reads life-size.
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`first_person_units_per_meter`, whose default of 30 is what makes the race read life-size from the
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seat. It is a matter of taste rather than a property of the game, so the F10 bar exposes it.
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The game's own transforms are never modified. Each guest frame the runtime reads the race camera's
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view matrix and the player kart's physics pose and derives one affine transform from the recorded
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@@ -82,11 +84,23 @@ immersive stereo. Menus, split-screen, and the virtual-screen fallback are unaff
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the desktop mirror, which keeps showing the game's ordinary third-person view. If the kart or
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camera cannot be read the camera stays where the game put it rather than guessing.
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Two limitations are worth knowing. Mario Kart still culls the scene from its own chase camera, so
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a wide head turn in first person can reveal the edge of what the game decided to draw. And the
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driver's own head is still rendered; nudge `first_person_head_forward_meters` if it intrudes. As
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with the rest of the race instrumentation, the object offsets this reads are specific to the
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project's supported PAL `RMCP01` translation.
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Your own driver sits exactly where your eyes are, so their head would fill the view.
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`first_person_hide_driver` removes it. The game applies one draw byte across every model of a kart
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and to its body, so clearing it outright takes the vehicle along with the driver;
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`first_person_hidden_model` names a single model to hide instead. On PAL `RMCP01` a kart carries two
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models and index `0` is the driver, which is the default: the character goes and the vehicle stays.
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`-1` restores the blunt behaviour and hides everything. An index the kart does not have hides
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nothing, and the log reports how many it has when the mode engages. The F10 bar presents this as
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two toggles, "Hide driver" and "Hide driver and kart", alongside a button that restores every
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first-person default. Both settings touch your own kart
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only, so the other racers are untouched, and the original values are restored when first person
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stops or the race ends. This is the one place the first-person camera modifies the game rather than
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only reading it.
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One limitation is worth knowing: Mario Kart still culls the scene from its own chase camera, so a
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wide head turn in first person can reveal the edge of what the game decided to draw. As with the
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rest of the race instrumentation, the object offsets this reads are specific to the project's
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supported PAL `RMCP01` translation.
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## Presentation policy
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