docs/steam-frame.md covers the steamFrame flavour: the CPU target and
why it excludes SVE, the Lepton entry activity and manifest, the Frame
controller map, the refresh rate and eye-tracked foveation, building and
installing, the device checklist (what to collect from the headset, the
log lines a first session should show, the open questions), and what a
native SteamOS build would need. OPENXR.md documents refresh_rate and
eye_tracked_foveation and the Frame controller profile; the Quest doc,
the Android README and the README point to it.
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.
- Introduced `vrCockpitItemThrow` configuration option to enable throwing items in VR.
- Implemented `ThrowDetector` and `ThrowSequence` classes to manage item throwing mechanics based on hand movements.
- Updated `OpenXRInput` to handle item throwing based on hand swings, integrating with existing VR input systems.
- Enhanced settings overlay to allow users to toggle item throwing functionality.
- Added tests for item throwing mechanics, ensuring correct behavior for various hand movements and conditions.
- 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.
- Introduced a new configuration option for object culling in VR, allowing the game to hide objects outside the camera's view.
- Implemented native replacements for the Mario Kart functions responsible for scene culling, ensuring accurate behavior in VR.
- Added a new header file `mkw_vr_culling.h` to define the culling logic and structures.
- Created `mkw_vr_culling.cpp` to implement the culling logic, including frustum intersection checks and screen info updates.
- Updated runtime configuration to include the new object culling option, with appropriate getters and setters.
- Enhanced the settings overlay to allow users to toggle object culling in VR.
- Added tests in `vr_culling_tests.cpp` to validate the frustum intersection logic and ensure compliance with original behavior.
- Updated CMake files to include new source files and tests.
- 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.
- Added SetRenderScale method to both D3D12 and Vulkan backends to adjust the render scale dynamically.
- Updated eye size calculations to reflect the new render scale in both backends.
- Implemented ResizeWritablePair method to handle resizing of swapchains based on the requested eye sizes.
- Modified BeginFrame methods to ensure swapchains are resized appropriately before rendering.
- Enhanced error handling to maintain current eye sizes when the requested sizes cannot be allocated.
- Added tests to validate render scale functionality, ensuring correct behavior when scaling up and down, including handling of refused sizes.
- Started with the controllers connected, a race stayed on them: Horizon OS switches all input
between controllers and hands, and back to the controllers as soon as one lying on a table moves
(a Quest 3 log went touch_controller, simple_controller, touch_controller within seconds). An
app cannot disconnect the controllers.
- With tracked hands on, the input now resumes XR_META_simultaneous_hands_and_controllers (Meta's
multimodal), which overrides that switching: a controller not in a hand no longer owns it, so the
cameras track that hand at once, and a held controller keeps working. Paused again when the
option goes off; a refused resume is logged and not retried until the option is toggled.
- A hand is bare when its squeeze action is inactive and it either drives khr/simple_controller or
has camera-tracked joints, since a free hand under simultaneous tracking may get a profile our
actions are not bound in. Docs: OPENXR.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Now that holding the wheel engages the race controls, closing the other hand on the rim could
bring thumb and index together on the way and fire an item. A pinch uses an item only while the
hand's grasp is under 0.5; a relaxed hand reads about 0, a hand closed on a rim about 0.9.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- On a Quest 3 the race controls never engaged: grabbing the wheel gave no gas and a right pinch
stayed A. They waited for the game to switch the remote's pointer off, and MKW keeps it on in a
race (the log only ever said "the game's pointer is on").
- The race controls now apply while a bare hand holds the wheel: that holds the gas, and a free
hand's pinch (either hand) uses an item. With no bare hand on the wheel a right pinch stays A,
which is what the pause menu and the results need. The flick still works in the whole cockpit.
- The game-pointer publication (KPAD hook and bridge) is gone. The "tracked hands" source line is
logged at most once a second: camera-tracked hands drop in and out of view often.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- A bare hand already feeds no Wii Remote motion (camera-tracked poses are too noisy to
differentiate twice). In a cockpit race, both hands on the wheel rising together or a free bare
hand rising fast now plays one shake on the remote's accelerometer: 150 ms, so the guest sees it
on at least three frames, one cycle up to +2 g and down to the -3.6 g limit, as Dolphin's
emulated shake does. A turn (one hand up, the other down) never flicks, nor does a lone hand on
the wheel; a rise must last three samples and cover 5 cm within 150 ms, tracking jumps reset it,
and flicks are 0.5 s apart. Wii Remote presentation only.
- debug.wiicompiled.inject <n>:flick plays the same shake, with the controllers or unattended, to
tune it apart from the gesture. Docs: OPENXR.md, docs/quest-port.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- With tracked hands on, a hand driving khr/simple_controller with camera-tracked joints is bare:
latched through wheel_tracking_grace (Meta drops the select action while a hand is lost),
cleared as soon as a controller's squeeze is back. Its palm joint stands in for the grip and a
grasp from the middle, ring and little fingers' flexion (0 below 1.2 rad, 1 from 3.0) for the
squeeze, so closing a hand on the rim takes hold under the wheel's own press and release. The
grasp never reaches the game's buttons.
- In a cockpit race a bare hand holding the wheel holds the gas (A / South) and a pinch from a free
bare hand uses an item (Z / L) once the hand has been off the wheel for 0.15 s. Only while the
game has the remote's pointer off: KPAD publishes the game's pointer switch for the VR remote,
so the pause menu and the results keep a right pinch as A. The pacing thread logs each change,
to confirm on the headset that MKW turns the pointer off while driving.
- A held bare hand keeps its last joints drawn through a short loss; bare hands get no haptics.
The headset panel's readout shows grasp, hold and pinch. Docs: OPENXR.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 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>
- The pacing thread aims each immersive window eye through the window itself (AimEyesThroughWindow):
it keeps its position but looks square-on at the window's plane through an off-axis frustum just
around it, so the eye image is the window, at the display's pixel density (about 680x380 per eye
at render_scale 0.8 instead of 1344x1408), with a two-pixel border the mask leaves transparent.
The frame's views carry that pose and field of view to the projection layer.
- vulkan_interop.cpp copies an eye smaller than its AHardwareBuffer into the buffer's corner, and
the Quest layer's imageRect is the rendered part of the swapchain image.
- These eyes are not foveated: their field of view follows the head, which would rebuild the
density map every frame.
- Quest only (kWindowShapedEyesSupported); the PC backends copy whole eyes and keep masking them.
debug.wiicompiled.window_eyes 0 renders them whole and masked again for A/B timing.
- Quest 3, paused Retro Rewind race, render_scale 1.0: Immersive window runs the GPU at level 1
(456 MHz, app GPU 11.0 ms, eyes 8.4 ms) where Immersive needs level 3 (599-640 MHz, 13.4 ms,
10.3 ms), about 42% fewer GPU cycles. No edge artifacts, image as sharp. Docs: OPENXR.md.
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.
- The Quest's GPU applies the fragment density per screen tile and samples textures at a coarser
level inside reduced-rate tiles, so fine animated detail such as Retro Rewind's swamp goo shows
square tile edges at the periphery.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Retro Rewind's SNES Ghost Valley 2 at render_scale 1.0, GPU-bound at about 40 FPS: merging the
eye passes lifts it from 38.9 to 41.5 FPS (app GPU 23.3 to 21.7 ms), and no foveation level
raises the frame rate further.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Luigi Circuit Grand Prix start on a Quest 3, same-session A/B through the debug properties:
one render pass per eye saves 12% of eye GPU time at render_scale 0.8 and 8% at 1.3.
- Foveation is neutral at 0.8 (eyes are geometry and full-resolution tile-store bound) and saves
8/14/22% at Low/Medium/High at 1.3, so it stays off by default.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 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>
- Added eye_pass_plan.hpp: an eye keeps drawing in the render pass it has open across the frame's
GX copies (only the mono render performs them), skips passes a later clear of the whole color and
depth erases, and splits only for a clear of color alone or depth alone.
- render_stereo_eye follows that plan; the cockpit fallback is drawn inside the last pass instead of
a render pass of its own that loaded the eye back.
- The stencil is now cleared where the eye actually starts, so a cockpit mask drawn in an erased pass
can no longer punch holes in the HUD.
- [vr] single_pass_eyes (default on, live from F10) and debug.wiicompiled.eye_passes 0/1 on the Quest
switch back to one render pass per recorded pass for A/B timing.
- Each new plan shape is logged once ("Eye replay plan: ...").
- Tests: EyePassPlan cases in gx_fifo_tests; stereo_multiplayer_smoke and stereo_frame_worker_smoke
pass on D3D12.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
First person already seats you in the cockpit, so hand steering belongs with it:
the stick keeps steering until a grip actually takes hold of the wheel, and
nothing else changes until it does. "yaw_pitch" becomes the default anchor for
the same reason - from the driver's seat the vehicle's own climb reads as the
ground rising, where a level horizon reads as the kart sinking away.
Both defaults move together in runtime_config.h, the fresh-config template, the
F10 menu's reset, and both launchers, which mirror the runtime's constants. The
menu's reset also puts the rotation combo back on the default rather than on
"yaw", and now covers hand steering with the other cockpit keys.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The rule and its cost are not obvious from the code: the substitution is per
draw, so the merge test is too, and getting that wrong is worth 6 ms of GPU time
a frame in a race.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Quest offers XR_FB_hand_tracking_mesh without the app declaring hand
tracking, so a Quest 3 draws the runtime's own hand mesh rather than the
procedural gloves, and its fingers bent backwards on grip: the mesh's
joints point -Z towards the fingertip and +Y out of the back of the hand,
so flexion is negative about the joint's own X, on both hands. Fix and
test by the repository owner; OPENXR.md said the Quest always drew the
gloves, which was wrong.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The kart's own wheel animates and the wheel can be grabbed and turned. The
driver's eye still went uncalibrated in that race, leaving the wheel about
13 cm above eye level.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Quest launcher's Settings > VR gains a Seat choice (cockpit or
custom, first_person_seat) and a Hand steering switch (hand_steering, off
by default like the runtime), which is only enabled in the first-person
cockpit because the wheel belongs to that seat. About credits heurazy for
the turning steering wheel and hand steering. The runtime side was already
shared with the Quest build.
OPENXR.md records what one Quest 3 race showed: the kart's own wheel
animated (228 draws a frame) with the race camera's view matching the
scene's exactly, but the driver's eye was never calibrated and the
fallback put the wheel centre about 13 cm above eye level. The Quest
declares no hand-tracking permission, so hands are the procedural gloves.
Co-Authored-By: Claude Opus 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>
Clicking the right thumbstick flips first person exactly as the F10
checkbox does, and saves it the same way. It works on the VR controllers
in either presentation (with a short tick on the right controller) and on
any other gamepad while VR is running. It never reached the game: SDL's
stick click only lands in Aurora's extended buttons.
A click counts on release, and only if the left thumbstick stayed up and
the headset settings panel stayed closed throughout, so the two-thumbstick
panel chord in gamepad mode never toggles the camera. A gamepad whose
right stick click is bound to a GameCube control on its port, as a button
or in an input expression, keeps it for the game. The XR side only posts
a request; the toggle itself runs on the game thread with the checkbox.
[vr] first_person_toggle_click (default true) and a checkbox under the
camera toggle turn the click off. mkw_vr_camera_toggle_tests covers the
click rule.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Ported from heurazy's mario-kart-wii-VR-port. F10 > Controllers > USB
wheel and pedals (also in the headset panel) picks and calibrates the
steering axis and both pedals by moving them, and assigns buttons by
pressing them, over raw SDL joysticks: no per-model table or gamepad
mapping, and separate pedals, reversed axes and combined pedal axes all
calibrate the same way. Settings live in PhysicalWheel.toml beside
Config.toml; heurazy's five-button files load unchanged.
The wheel is player 1's GameCube controller. In a race it owns port 0
(steering on the stick, the accelerator on A, the brake pedal braking then
reversing over A and drift, the paddles on R and L), keeping only the
other source's pause and item aim. In menus it adds only deliberate
presses. It arms once every pedal and button is released, stays neutral
in a race while its setup is incomplete, and nothing is opened until it
is enabled. Optional light rumble follows the game's own, capped at 15 %.
Added here: its confirm, a new back button and the steering device's
first hat (D-pad) work the menus, since our VR controllers default to a
Wii Remote and the wheel needs to navigate on its own. Devices SDL
classifies as wheels are marked in the list.
In the VR cockpit the wheel follows the hardware steering and hand
steering steps aside while it drives. README documents setup and
Logitech notes (G HUB, the G29's PS3 switch, shifter gears as buttons);
not yet tried on a physical wheel.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Found on a Quest 3 through Virtual Desktop (VirtualDesktopXR, Vulkan):
the race camera's view matched the scene camera exactly and the kart's
own wheel animated (228 draws a frame took the copy), but during the
race's opening pan no draw took it, the 30-frame fallback latched the VR
wheel for that vehicle, and it stayed until the scene changed.
The fallback now heals: copies keep being published, the VR wheel stands
in only while draws are not taking them, and the vehicle's own wheel
returns as soon as they are. Both switches are logged, a few per race.
With first_person_rotation "yaw_pitch" or "full" the wheel copy and the
hands' wheel geometry now ride in the view's own frame (the kart's
orientation around the seat) instead of the level seat, so the wheel no
longer tilts against the view on slopes.
Aurora logs, after about half a second, five seconds and a minute of
copies, how many draws bound a copied array (inside and outside its
window), how many matched, and the closest position matrix against the
expected one, so a mismatch says whether the array or the matrix differs.
F10 > VR (and the headset panel) gains a Seat choice (cockpit or custom,
with the cockpit scale or the existing custom sliders), "Turn the steering
wheel", "Use the vehicle's own wheel", "Hand steering (by heurazy)" and its
tuning, plus a line saying which wheel the cockpit found and how many
draws took the animated copy. "Reset first-person defaults" covers the
seat and wheel keys; hand steering keeps its own choice.
OPENXR.md documents the seats and a new "Steering wheel and hand
steering" section, fixes the stale first-person defaults in the sample
configuration, and lists the headset validation still owed. README and
THIRD-PARTY-NOTICES credit heurazy's mario-kart-wii-VR-port (GPL-3.0) and
the references it credits.