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Added Vulkan PC OpenXR Support
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@@ -50,7 +50,8 @@ The graphics layer is built on
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Play at several times the console's resolution.
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**Experimental OpenXR VR.**
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Windows builds can render through a D3D12 OpenXR runtime without CPU readback. Menus and
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Windows builds can render through an OpenXR runtime on D3D12, or on Vulkan with a custom Dawn
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build, without CPU readback. Menus and
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unsupported scenes appear as a head-locked virtual screen; a validated single-camera race switches
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to immersive stereo rendering. VR is opt-in and falls back to the normal desktop renderer if the
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runtime or headset is unavailable. See [`OPENXR.md`](OPENXR.md) for setup, configuration, and the
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@@ -131,7 +132,8 @@ Saves and Miis use the normal installation's effective NAND; Retro Rewind retain
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XML-directed saves and ghosts. Graphics, VR preferences, caches, and compiled binaries stay separate.
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Uninstalling either backend in WheelWizard VR preserves configuration and shared progress.
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Managed VR launches enable OpenXR with D3D12. If the runtime or headset is unavailable, the game
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Managed VR launches enable OpenXR with D3D12; the Vulkan binding is opt-in through
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`video.graphics_api` (see [OPENXR.md](OPENXR.md)). If the runtime or headset is unavailable, the game
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continues on the desktop and displays the failure briefly; **F10 → VR** retains the explanation.
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See [OpenXR configuration](OPENXR.md) and [distribution and validation](DISTRIBUTION.md).
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