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https://github.com/mitch030504/Wiicompiled_VR_Frame.git
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Give the Steam Frame build its own passthrough default
SteamVR has no XR_FB_passthrough, so the Steam Frame build neither asks for it nor offers the setting: [vr] passthrough defaults to false there, and the F10/headset panel and the launcher hide the switch. The Frame keeps the Android defaults that suit it (render scale 0.8, foveation medium, the GX thread, object culling, performance level boost) and starts at 120 Hz (previous commit). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
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@@ -68,6 +68,15 @@ int main() {
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Require(std::string_view(MKW_VR_REFRESH_RATE_DEFAULT_TEXT) == "0");
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#endif
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// [vr] passthrough: Horizon OS's room view, which the Steam Frame build does not offer.
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Require(Parse("[vr]\npassthrough = false\n").vrPassthrough == false);
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Require(!Parse("[vr]\n").vrPassthrough.has_value());
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#if defined(MKW_HEADSET_STEAM_FRAME)
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Require(!RuntimeConfigFile::kVrPassthroughDefault);
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#else
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Require(RuntimeConfigFile::kVrPassthroughDefault);
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#endif
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// [vr] hand_tracking: the cockpit hands follow the headset's hand tracking.
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Require(Parse("[vr]\nhand_tracking = true\n").vrHandTracking == true);
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Require(Parse("[vr]\nhand_tracking = false\n").vrHandTracking == false);
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