Commit Graph
40 Commits
Author SHA1 Message Date
iChris4 49dcd29934 Fix formatting in OpenXR documentation for clarity on controller inputs 2026-09-23 17:17:25 +02:00
iChris4 2a4686191e Add Flat Screen mode for VR races and update settings accordingly 2026-09-23 17:15:53 +02:00
iChris4 2a89fac79d Implement stereo depth and stencil support for VR cockpit rendering to fix hands getting darken by virtual screen 2026-09-23 16:03:00 +02:00
iChris4 b2353e1410 Fix for SDL stalling the pacing thread 2026-09-23 15:28:38 +02:00
iChris4andClaude Opus 5 1d66ae87bf Sit in the cockpit with hands on the wheel by default
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>
2026-09-23 02:04:22 +02:00
iChris4andClaude Opus 5 fc0e927f9e Write down why the animated array's draws still merge
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>
2026-09-23 01:04:51 +02:00
iChris4andClaude Opus 5 248bd6787d Curl the runtime hand mesh's fingers towards the palm
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>
2026-09-22 23:40:14 +02:00
iChris4andClaude Opus 5 90a09aec0b Record that hand steering works on a Quest 3
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>
2026-09-22 22:54:28 +02:00
iChris4andClaude Opus 5 8b01b47253 Add the cockpit seat and hand steering to the Quest launcher
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>
2026-09-22 18:11:30 +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
iChris4andClaude Opus 5 dd7f046214 Toggle the first-person camera with a right thumbstick click
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>
2026-09-22 15:03:17 +02:00
iChris4andClaude Opus 5 c11a7c9a61 Add USB steering wheel and pedal support
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>
2026-09-22 14:53:14 +02:00
iChris4 131da8a7a9 Keep the cockpit wheel with the view and let the native wheel recover
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.
2026-09-22 03:56:38 +02:00
iChris4 0d07df14c9 Add the cockpit and hand-steering settings, docs and credits
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.
2026-09-22 03:56:30 +02:00
iChris4 c84de48f7d Clarify launcher configuration details for OpenXR VR; specify graphics API selection process 2026-09-21 00:43:51 +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 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 e681294709 Refactor OpenXR controller input handling and update settings panel interactions 2026-09-19 15:28:20 +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 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 3e8bdcfd7b Added Support for Multiplayer Player 1 Immersive View 2026-09-16 17:06:03 +02:00
iChris4 9e37bb6447 Fixed VR Frame Interpolation frame-history copying bottleneck 2026-09-11 02:46:23 +02:00
iChris4 6467c6390c Added support for VR Frame Interpolation 2026-09-10 21:33:34 +02:00
iChris4 ee34fbe419 Online First-person camera anchor fix 2026-09-10 03:56:42 +02:00
iChris4 5caec70da9 Added Support for VR in Launcher Setup 2026-09-09 20:40:23 +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 4cf9f60ee7 Added Desktop view selector 2026-09-09 00:18:41 +02:00
iChris4 0e3e2c3dc0 Added Yaw only / Yaw + Pitch / Full rotation options to first-person 2026-09-08 22:17:50 +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 b5a73959d4 docs: package and document experimental OpenXR support 2026-09-03 04:01:07 +02:00