MKW_VR_STANDALONE (runtime_config.h) names the standalone headsets: the
Quest, and the Steam Frame in its Android flavour and its native SteamOS
build. They share render scale 0.8, foveation medium, the GX thread,
the game's object culling, and the headset panel's foveation and
tracked-hands rows; passthrough stays Quest-only.
The Frame's native build also sets AuroraConfig::xrHeadsetOnly, so
Aurora neither presents the desktop window nobody watches nor renders
it past the last pass the eyes sample, which Android does always (4 to
6 ms of a 12 ms GPU frame on a Quest 3).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
With [vr] eye_tracked_foveation (on by default on the Steam Frame, off
elsewhere) the runtime asks for XR_EXT_eye_gaze_interaction. When the
system reports an eye tracker, OpenXRInput binds the gaze pose and
locates it for each packet's display time, in the space the eye views
are located in; vr/eye_gaze.h turns it into tangents of each eye's own
view, which AuroraStereoFrame now carries (appended, after the existing
prefix).
Aurora centres the eye's fragment density map on the gaze snapped to a
cell of two map texels (about 3 degrees). Each eye keeps up to 32 maps,
one per cell looked at, so a glance back reuses its map; a new map is
bound once its upload completes, and until then the eye keeps the map
it had. Without a tracked gaze (a blink, no tracker, the setting off)
foveation centres on the forward direction exactly as before: the
forward maps are byte-identical.
Also logs every extension the OpenXR runtime offers at startup, so the
first Steam Frame session shows what SteamVR's Android runtime has.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
- Updated stereo_frame_worker_smoke.cpp to allow dynamic headset rates and prediction lead time.
- Improved logging to include motion diagnostics and adjusted frame submission logic based on headset frequency.
- Enhanced stereo_interpolation_test.cpp with additional tests for camera motion separation and playback cadence.
- Introduced MkwVRReadSceneView function to read the camera view matrix for improved scene rendering.
- Modified VR first-person logic to support scene view reading and validation.
- Added scene_camera.hpp to encapsulate camera motion handling and inverse view calculations.
- Ensured that the VR integration layer correctly logs motion diagnostics and handles scene playback accurately.
- Implemented DVDReadVrAsset function to read mapped disc paths for VR assets.
- Created HeldItem structure and ReadHeldItem function for managing held items in the game.
- Developed unit tests for ReadHeldItem to ensure correct functionality and edge case handling.
- Added cockpit item data tests to validate model indexing and parsing of archives.
- Added support for hiding model arrays in the rendering pipeline to optimize performance during VR gameplay.
- Introduced new functions in `gx_model_visibility` to manage hidden model arrays and their visibility based on game state.
- Enhanced cockpit recentering logic to ensure accurate seat measurements and eye positioning during gameplay.
- Updated `FirstPersonState` to track cockpit height and forward direction, improving VR experience.
- Added tests for Bullet Bill model visibility and cockpit height adjustments to ensure functionality and stability.
- Refactored existing code to accommodate new features and improve overall code organization.
- New [vr] hand_tracking (default off, Quest only for now): the Quest launcher's Settings > VR and
the headset panel's VR tab, under hand steering. Two XR_EXT_hand_tracking trackers are located
every XR frame: with the controllers held the Quest builds the joints from their touch sensors
(XR_EXT_hand_tracking_data_source's controller source), once they are put down from its
cameras. The trackers exist only while the option and hand steering are on and also serve the
runtime hand mesh; the extensions (plus XR_FB_hand_tracking_aim) are asked for when either is
on at launch.
- Aurora skins the runtime mesh with the joints themselves (tracked pose times inverse bind pose,
no curl, no grip); runtimes with joints but no mesh get a skeleton; non-finite joints put only
that hand back on its grip curl. AuroraCockpitHand carries the 26 seated-frame joints and radii.
- The manifest declares horizonos.permission.HAND_TRACKING (and the deprecated
com.oculus.permission.HAND_TRACKING), both normal permissions with no prompt on a Quest 3, and
oculus.software.handtracking as optional; without it Horizon OS keeps the app controllers-only.
Bare hands then drive khr/simple_controller, so on Android a hand whose squeeze action is
inactive and select active is treated as bare: with the option off it presses nothing but the
menu gesture, is not drawn and feeds no Wii Remote motion.
- Interaction-profile changes and tracker sources are logged. The pure rules (grasp from finger
flexion, bare latch, pinch gate, bare-hand buttons, flick) live in the OpenXR-free
vr/openxr_hand_tracking.h with mkw_vr_hand_tracking_tests; the driving and flick parts are
wired in the next commits. Docs: OPENXR.md, docs/quest-port.md, README.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Introduced a new configuration option for immersive window mode in runtime_config.h.
- Updated the parsing and setting functions to handle the immersive window state.
- Modified the OpenXR backend to support rendering with the immersive window, blending the race view with the surrounding environment.
- Enhanced the settings overlay to allow users to select between immersive, immersive window, and flat screen race views.
- Implemented GPU rendering logic for the immersive window mask, ensuring correct visual output in various rendering paths.
- Added tests to validate the immersive window functionality and its interaction with existing race view settings.
- Eyes render under a VK_EXT_fragment_density_map: full rate around each eye's forward direction,
2x2 then 4x4 pixel blocks towards the edges ([vr] foveation = off|low|medium|high, default off).
XR_FB_foveation cannot help here: the runtime's maps only shape passes drawing into its
swapchain, and the eyes reach it through a copy.
- aurora-main/patches/dawn/aurora_fdm.inc: Dawn enables the extension only on request and for
dynamic rendering, flags every render pipeline, and chains an immutable RG8 map into any pass
whose first color attachment is a view bound to one (ABI: include/aurora/dawn_fdm_abi.h).
- android/Build-QuestDawn.ps1 builds the pinned Dawn revision with those patches for arm64
(dawn-build CI flags, protobuf off) into a cached package; Build-Quest.ps1 links it
(-StockDawn opts out) and AuroraDawnProvider.cmake enables the ABI from its manifest.
- lib/gfx/foveation.hpp generates the maps (32 px per texel, densities 255/127/63); an eye is
foveated only when single_pass_eyes draws it in one render pass. Menus never are.
- Live level from the headset panel's VR tab and the launcher; the launch decides whether the
device has maps. debug.wiicompiled.foveation and debug.wiicompiled.fdm for A/B.
- Tests: Foveation cases in gx_fifo_tests, mkw_vr_config_tests. Docs: OPENXR.md, quest-port.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The panel was drawn into the eye images, so below a 1.00x OpenXR
resolution its 1440x1080 canvas was minified into a small eye region and
the text became hard to read. It is now submitted as a quad layer of its
own over the scene's projection or menu quad, which the compositor samples
directly at any render scale.
Each backend (D3D12, Windows Vulkan, Quest) makes the panel's swapchain
pair (plus two shared buffers on the Quest) the first time the panel
opens. While it is open, the frame hands Aurora one more stereo target
after the eyes, which the bridge fills with the panel texture or a
transparent image. The panel image follows the eyes' displayed/retained
pairing, so a cancelled frame never shows an unwritten panel. The quad
hangs where the pointer's hits are tested. Aurora leaves the panel out of
the eyes in layer mode, and a backend that cannot make the layer falls
back to drawing it into the eyes.
On the Quest, debug.wiicompiled.panel_layer 0 selects the old path at
run time. Measured there at a race start (render_scale 0.8), the layer
costs nothing while the panel is closed; while it is open, app GPU time is
10.5 ms against 9.7 ms drawn into the eyes, with unchanged frame rates.
The replay tests cover lazy creation, cancelled frames, closed and
unplaced panels, and render-first pacing on D3D12 and Windows Vulkan.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A stereo packet can now carry an AuroraCockpit: tracked hands and, when the
vehicle's own wheel cannot be animated, a synthetic steering wheel or
handlebar, all in metres in the seated frame. Each eye draws it inside the
scene's pass just before the first virtual-screen draw, depth-tested with
the world's own depth mapping (captured from a full-view world draw), so
the kart and track occlude the hands and the 2D layer cannot hide them.
Hands use a runtime-provided hand mesh when one is supplied and a
procedural glove otherwise.
aurora_set_stereo_scene_anchor_scaled lets the sealed frame own its world
scale: each eye's head translation is rescaled from the packet's scale to
the frame's. A non-finite cockpit is dropped with one warning; the frame
still renders.
Ported from heurazy's mario-kart-wii-VR-port (GPL-3.0-or-later).
The VR first-person camera will animate the local vehicle's steering wheel
by handing Aurora a rotated copy of one of the vehicle's position arrays.
A draw picks up the copy only when it binds that exact array with the local
vehicle's position matrix (per-position ownership for indexed-matrix
draws), so opponents sharing the asset keep the original vertices. The copy
takes the same padded upload path as the original and never touches the
shared array cache.
Ported from heurazy's mario-kart-wii-VR-port (GPL-3.0-or-later).
- Introduced a new GX thread to handle the rendering pipeline, allowing the game thread to post commands without blocking.
- Added `gx_thread.h` and `gx_thread.cpp` to manage the command ring buffer and thread synchronization.
- Updated `vi.cpp` to utilize the GX thread for rendering tasks, improving frame pacing and responsiveness.
- Modified `main.cpp` to configure and start the GX thread, ensuring it integrates with the existing rendering workflow.
- Enhanced `openxr_integration.cpp` to register the GX thread with OpenXR for better performance in VR scenarios.
- Refactored `settings_overlay.cpp` to remove unnecessary waits for the frame worker, as the overlay now draws directly into the game thread's ImGui frame.
- Improved error handling and logging in the GX thread to capture exceptions during command execution.
- Created InstallReset.kt to handle the removal of game files, built games, and mod packs while preserving user data.
- Implemented unit tests for InstallReset to ensure correct functionality and file handling.
- Updated RetroRewindPackTest to include new test cases for update and deletion order.
- Enhanced Vulkan interop and OpenXR integration to support new thread scheduling hints for Android.
- Improved error handling and logging for GPU submission failures in Vulkan backend.