Commit Graph
28 Commits
Author SHA1 Message Date
iChris4 2a4686191e Add Flat Screen mode for VR races and update settings accordingly 2026-09-23 17:15:53 +02:00
iChris4 b2353e1410 Fix for SDL stalling the pacing thread 2026-09-23 15:28:38 +02:00
iChris4 7c6a6da3d5 Implement passthrough feature for menu screens in OpenXR 2026-09-22 18:05:43 +02:00
iChris4andClaude Opus 5 54c07c982b Show the headset settings panel as its own OpenXR quad layer
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>
2026-09-22 16:26:28 +02:00
iChris4 9b61715ab9 Turn the cockpit wheel with the steering, and add hand steering
Every XR frame in the cockpit seat the pacing thread locates both grips in
the seated frame (the immersive base turned by the lean-back angle, the
frame the eye transforms place the vehicle in) and publishes a driving
snapshot. The wheel or handlebar shows the left stick's steering at the
configured full-lock angle, eased; the vehicle's own wheel reads that angle
on the guest thread.

With hand_steering on (off by default), squeezing a grip near the wheel or
handlebar takes hold of it (a short pulse on grab and release); one or two
hands turn it through heurazy's SteeringWheel, and while it is held the
wheel replaces the left stick's X axis in both the Wii Remote and gamepad
presentations, the stick's Y still aims items, and a holding grip no
longer presses C or a shoulder. The settings panel withholds it like any
other input.

The stereo packet carries the cockpit overlay: the hands, in the runtime's
hand mesh (XR_EXT_hand_tracking + XR_FB_hand_tracking_mesh, requested only
when hand steering is on at launch) or procedural gloves, and the separate
VR wheel or handlebar whenever the vehicle's own is not the one turning.
2026-09-22 03:56:23 +02:00
iChris4 e7b670b2cc Added Vulkan PC OpenXR Support 2026-09-21 00:31:46 +02:00
iChris4 fbc9ce7217 Implement render-first pacing for D3D12 and Vulkan backends; enhance packet management and diagnostics 2026-09-20 17:36:08 +02:00
iChris4 787dbcf7d2 Implement more detailed diagnostics for OpenXR stages 2026-09-20 17:24:16 +02:00
iChris4 6a1641e0b7 Implement GX Thread for Asynchronous Rendering
- 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.
2026-09-19 22:57:49 +02:00
iChris4 ffa63fa60a Implement render-first pacing for Vulkan backend and enhance view location handling 2026-09-19 20:36:03 +02:00
iChris4 7c981888d6 Set default render scale for VR to 0.8 on Quest and update related configurations 2026-09-19 15:33:27 +02:00
iChris4 60c443654f Added performance level configuration for OpenXR runtime and enhance Aurora's frame worker 2026-09-19 04:43:47 +02:00
iChris4 7f2113dbc5 - Added new strings for installation reset prompts and messages in strings.xml.
- 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.
2026-09-19 00:08:58 +02:00
iChris4 d4a3f0b350 Quest Fixed Vulkan pipeline cache management and storage mechanisms 2026-09-18 23:38:55 +02:00
iChris4 d2fa3789b0 Updated Quest Launcher & Added Retro Rewind Automatic Download 2026-09-18 01:27:17 +02:00
iChris4 1346e53cd6 Implement OpenXR Settings Panel and Stereo Overlay 2026-09-17 04:32:22 +02:00
iChris4 f222eedf6b Implement log export functionality and OpenXR diagnostics 2026-09-17 02:05:12 +02:00
iChris4 19485b9e8b Implement OpenXR Wii Remote support 2026-09-16 23:58:04 +02:00
iChris4 e52227baf5 Added Android Meta Quest Support 2026-09-16 22:06:34 +02:00
iChris4 6467c6390c Added support for VR Frame Interpolation 2026-09-10 21:33:34 +02:00
iChris4 f525b9dd75 Fix : XR thread resubmits the last valid frame during stall + Eager Frame Heartbeat option 2026-09-09 01:08:04 +02:00
iChris4 bd106dd1fe Anchored Main Menu Quad 2026-09-08 21:24:37 +02:00
iChris4 913eda2b3a Added "Lean back angle" option 2026-09-08 20:58:49 +02:00
iChris4 6e7e0f075b Added hotkey/menu recenter & Removed head orientation into the view rotation 2026-09-08 18:38:47 +02:00
iChris4 6440c5bc10 Added First-person "Hide Driver" and "Hide Driver and Kart" & Improved Default FPV Settings 2026-09-08 15:43:52 +02:00
iChris4 02e5cb60a4 Added First Person Camera Option 2026-09-04 23:11:22 +02:00
iChris4 7898a76a22 Added 2D Virtual Screen for HUD and Ortho Elements 2026-09-04 18:31:03 +02:00
iChris4 2156617cd5 runtime: integrate OpenXR presentation for Mario Kart Wii 2026-09-03 04:00:24 +02:00