# Experimental OpenXR VR WiiCompiled has an opt-in OpenXR rendering path. The first functional backend is Windows D3D12. It asks the OpenXR runtime for the required GPU before Aurora creates Dawn, then copies each eye on that same D3D12 device and queue into the acquired OpenXR swapchain images. Eye submission stays on the GPU; there is no CPU texture readback and no second graphics device. This is an experimental renderer, not yet a release-ready VR mode. ## Requirements - A Windows OpenXR runtime selected as the system's active runtime. - A connected headset supported by that runtime. - A D3D12-capable GPU and driver accepted by both OpenXR and Dawn. - A build made with `MKW_ENABLE_OPENXR=ON`, which defaults on for Windows and off elsewhere while the Vulkan bridge remains capability-gated. For managed installation, use [WheelWizard VR](https://github.com/iChris4/WheelWizard_VR/releases/latest) and enable **Settings → Other → WiiCompiled (beta) → Enable WiiCompiled OpenXR VR (beta)**. The launcher sets `vr.enabled=true`, `vr.required=false`, and `video.graphics_api="d3d12"` before each VR launch, preserving other preferences. Its portable configuration lives at `RecompVR/UserData/Config.toml` beneath WheelWizard's data folder. Normal graphics settings remain in `Recomp/UserData/Config.toml`. Both backends use the normal installation's effective NAND. Standalone launches remain opt-in. `Config.toml` is created with the following defaults: ```toml [vr] enabled = false required = false mirror_view = "normal" frame_interpolation_fps = 0 render_scale = 1.0 world_units_per_meter = 500.0 hud_distance_meters = 2.0 hud_width_meters = 2.4 hud_virtual_screen = true stop_at_display_copy = true skip_copy_clears = true first_person = false first_person_units_per_meter = 30.0 first_person_head_up_meters = 3.0 first_person_head_forward_meters = 0.0 first_person_head_right_meters = 0.0 first_person_hide_driver = true first_person_hidden_model = 0 first_person_rotation = "yaw" ``` Set `enabled = true`, close the game completely, and start it again. These settings are read only at launch. The in-game F10 settings bar also exposes the enable switch, but a restart is still required. `required = false` is the safe default: an absent runtime, disconnected headset, unsupported GPU, or graphics-binding failure is logged and the game continues in ordinary desktop mode. A temporary notification explains the failure; the message remains available under **F10 → VR**. Set it to `true` only when a failed VR startup should stop the game with an error. `mirror_view` chooses what the desktop window shows while the headset is running: `"normal"` keeps the ordinary desktop view, `"both"`, `"left"` and `"right"` mirror the headset's eyes, and `"none"` blacks the window out. It is live and can be changed from the F10 settings bar, where it sits directly under the enable switch as *Desktop view*. Menus reach the headset as a virtual screen carrying the desktop image itself, so there is no separate eye view to mirror there and the three eye choices show that same image; only `"none"` differs. The F10 bar is drawn over whichever image is chosen, so the setting can always be changed back. Eye mirror modes retain the last eye image when a desktop frame has no new XR packet, so they do not alternate with the normal camera. `"none"` also stays black between XR packets. ## Local multiplayer During 2-, 3-, and 4-player races, the headset replays Player 1's world in immersive stereo with head tracking. Keep **F10 > VR > Desktop view** set to **Normal** (`mirror_view = "normal"`) for the original desktop split-screen layout. No extra multiplayer switch is required. Menus continue to use the virtual screen. Only headset replay filters the other players' viewports and expands Player 1 to each eye. The desktop split-screen partition (the game's `partition_line` layout, one-pixel textured picture panes on the split boundaries) and full masks of the other panes are omitted from the eyes; the desktop image keeps them. Player-local HUD viewports follow Player 1; shared orthographic overlays keep their full-screen layout on the virtual screen. Framebuffer effects that sample the desktop split-screen image are omitted from multiplayer eyes, since those textures contain the other cameras too. The local-screen count is sealed with each frame, including retained VR interpolation frames, and a layout change invalidates older XR packets. Multiplayer uses Player 1's game camera. The optional first-person relocation and model hiding remain single-player-only: guest model visibility changes would also affect the desktop players. The opt-in `stereo_multiplayer_smoke` D3D12 test reads back both eye images and the desktop EFB for 1/2/3/4/1-screen transitions with VR interpolation on and off. Actual headset racing still needs visual validation for course effects, HUD layout, pause/resume, and scene transitions. **F10 > VR > VR frame interpolation (experimental)** offers **Off, Auto, 72, 90, 120** and applies immediately. `frame_interpolation_fps` stores `0` for Off (the default), `1` for Auto, or the selected rate. The earlier `frame_interpolation = true` checkbox migrates to Auto. Auto renders at the headset's display deadlines; the numbered choices cap the rate of new stereo frames. They do not change the headset's physical refresh setting. For VDXR with Virtual Desktop set to 90 Hz, select Auto or 90. The menu shows both the detected headset rate and the rate of newly rendered VR frames, excluding repeated images. Menus and other virtual-screen scenes continue at the game's rate; assess interpolation during an immersive race. VR interpolation is independent of **Graphics > Race frame interpolation**. The simulation, physics, audio and VI remain at 60 Hz. Scene motion is delayed by one game frame (about 16.7 ms) to interpolate between known transforms; each rendered eye pair uses a fresh predicted head pose. This needs enough GPU headroom to render both eyes at the target rate, and carries the desktop interpolator's experimental artifacts, especially for unmatched or changing geometry. Refresh detection uses `XR_FB_display_refresh_rate` when available and the OpenXR predicted display period otherwise. Interpolation requires `XR_KHR_win32_convert_performance_counter_time` to relate those display deadlines to the game's clock; the menu reports if it is unavailable. The old Eager Frame Heartbeat option has been removed and existing `eager_frame_heartbeat` settings are ignored. Completed rendering wakes the XR thread immediately. A 50 ms keep-alive still protects pauses and window dragging without eager repeats during rendering. `render_scale` scales the per-eye size recommended by the OpenXR runtime. `world_units_per_meter` controls the scale of headset translation in the game world. `hud_distance_meters` and `hud_width_meters` place and size the virtual screen. They are read at launch and govern both the menu screen and the in-race 2D screen, so 2D content keeps its place across the transition. `hud_virtual_screen` decides whether the race's 2D layer uses that screen; it is live and can be flipped from the F10 settings bar. `stop_at_display_copy` ends eye replay at the final `GXCopyDisp`, matching the frame shown on the desktop. `skip_copy_clears` independently suppresses the EFB reset performed after a copy. Both default on and can be changed live from the F10 settings bar for diagnostics. `first_person` and the `first_person_*` values are the first-person camera described below. All four are live and are also exposed in the F10 settings bar. ## The first-person camera By default the headset sits where Mario Kart's own chase camera sits, and `world_units_per_meter` of 500 presents the race as a small diorama on a table. Turning on `first_person` moves the camera to the local driver's head instead, and switches the world scale to `first_person_units_per_meter`, whose default of 30 is what makes the race read life-size from the seat. It is a matter of taste rather than a property of the game, so the F10 bar exposes it. The kart is selected through the game's local-screen-to-racer mapping, including online races where your racer is not slot zero. First person requires a locally controlled racer; spectating another racer keeps the game's own camera. The game's own transforms are never modified. Each guest frame the runtime reads the race camera's view matrix and the player kart's physics pose and derives one affine transform from the recorded view space into the space to render from. That transform is published with the sealed frame, and the renderer composes it onto every perspective draw's model-view matrix, alongside the headset's own per-eye delta. The kart's *physics* pose is used deliberately, not the animated model: an animated frame would bob and lurch the camera. `first_person_rotation` decides where the view's orientation comes from, mirroring DolphinXR's camera-anchor modes. `"yaw"`, the default, keeps the horizon level through a chase-camera tilt or a banked corner. `"yaw_pitch"` adds the kart's climb, so a slope or a wheelie tips the view while a banked corner still never rolls it. `"full"` takes the kart's whole orientation, banking included. All three are the same construction from a forward and an up axis, differing only in which pair they take: pairing a forward with world up is what removes roll. The headset always adds free look on top of whichever is chosen, and only the translation onto the head is common to all three. The head's place in the kart is `first_person_head_up_meters` and its two companions, measured in the kart's own frame; the F10 sliders exist because the comfortable value is a matter of taste and is best judged from inside the headset. The mode engages only in a single-screen race, the same content that already qualifies for immersive stereo. Menus, split-screen, and the virtual-screen fallback are unaffected, and so is the desktop mirror, which keeps showing the game's ordinary third-person view. If the kart or camera cannot be read the camera stays where the game put it rather than guessing. Your own driver sits exactly where your eyes are, so their head would fill the view. `first_person_hide_driver` removes it. The game applies one draw byte across every model of a kart and to its body, so clearing it outright takes the vehicle along with the driver; `first_person_hidden_model` names a single model to hide instead. On PAL `RMCP01` a kart carries two models and index `0` is the driver, which is the default: the character goes and the vehicle stays. `-1` restores the blunt behaviour and hides everything. An index the kart does not have hides nothing, and the log reports how many it has when the mode engages. The F10 bar presents this as two toggles, "Hide driver" and "Hide driver and kart", alongside a button that restores every first-person default. Both settings touch your own kart only, so the other racers are untouched, and the original values are restored when first person stops or the race ends. This is the one place the first-person camera modifies the game rather than only reading it. One limitation is worth knowing: Mario Kart still culls the scene from its own chase camera, so a wide head turn in first person can reveal the edge of what the game decided to draw. As with the rest of the race instrumentation, the object offsets this reads are specific to the project's supported PAL `RMCP01` translation. ## Presentation policy The runtime deliberately fails safe instead of guessing which Mario Kart camera is active: - Menus, loading screens, unclassified scenes, and multiplayer render on a head-locked virtual screen. - A PAL `RMCP01` race scene switches to immersive stereo only after translated-code observers confirm exactly one distinct race camera for the current GX frame. - Leaving the race or observing zero or multiple cameras immediately returns presentation to the virtual screen. Session/runtime loss safely tears down XR and continues on the desktop mirror. Aurora records the original GX frame once and replays it for both OpenXR eyes. Perspective GX draws receive asymmetric headset projections, while the game's 2D layer goes on a fixed virtual screen (see below). Menus and unsafe whole scenes use the virtual-screen path. Head pose is sampled by the OpenXR pacing thread, while Aurora's frame worker consumes a short-lived immutable stereo packet. Each sealed GX frame and immersive packet carry the same policy-generation tag; a mismatch is rendered in mono and the acquired XR frame is canceled, so an asynchronous menu/race transition cannot replay race transforms over unsafe content. With VR interpolation enabled, Aurora retains each sealed race's command stream and matched previous/current transform uniforms. New OpenXR packets wake the frame worker between game frames. It interpolates at the requested display time, then applies that packet's head pose and the scene anchor to both eyes. Native offscreen effects and the 2D HUD retain their game-frame updates. A mid-frame EFB readback invalidates retained GPU data; a policy-tag mismatch rejects the replay. Missing matches use current transforms, and stalls clamp at the last known pose instead of extrapolating. The ordinary desktop interpolation settings remain independent. The D3D12 pacing thread retains the last completed projection or virtual-screen layer and resubmits it during stalls, including while moving the desktop window, pausing, or minimizing. The scene freezes until rendering resumes; the compositor can still reproject the retained image for head movement. Repeated layers keep their original render poses and field of view, paired with the new compositor display time. Two pairs of eye swapchains keep the retained image separate from pending or canceled rendering (at the cost of additional GPU memory). Unencoded packets can be withdrawn after 50 ms; encoded work retains its images while the pacing thread continues submitting the last completed layer. A stall alone no longer requests desktop fallback after 250 ms. Before the first valid image, when OpenXR requests no rendering, or after a session/reference-space change invalidates the retained content, frames can still have no layers. Actual runtime or GPU submission failures retain the safe teardown path. This does not detect black images rendered by the game itself, and cannot keep submitting if the entire process or XR runtime is suspended. All OpenXR session and swapchain calls remain on their owning thread. ## The race's 2D layer The minimap, race position, item roulette, lap times and the rest of the game's orthographic layer would otherwise be stretched across each eye's entire field of view. With `hud_virtual_screen` on they are instead placed on a rectangle fixed in the recorded camera's own frame, `hud_distance_meters` ahead of it and `hud_width_meters` across, its height following the aspect ratio the game is presenting at. The screen stays where the camera puts it, so looking around moves the view across it rather than dragging it along. An orthographic GX projection is affine, so the draw's clip position is already its position on the flat frame. Replay folds three further steps into that same projection matrix, one per eye: the draw viewport into full-frame coordinates, the frame position onto the screen rectangle, and the screen through that eye's view and OpenXR frustum. The draw's own position matrices are left alone. Depth uses the equivalent of DolphinXR's Exact Screen Depth path. A replay-only shader variant carries the draw's original GX depth through a flat-interpolated value and explicitly writes it at the fragment, including the draw's recorded viewport depth range. The reprojected geometry itself is parked at mid-depth for clipping. This avoids the view-dependent perspective-divide rounding that otherwise breaks equal-depth `LEQUAL` ordering and causes overlapping menu/HUD elements to z-fight. Two classes of draw are deliberately left on their recorded transforms: native framebuffer effects (bloom and the rest of the post-processing chain, recognised by sampling a freshly produced, reduced or blended-back EFB copy), which belong to the rendered image rather than to the game's 2D layer, and any draw whose matrix is not actually affine. Retained one-shot EFB bakes such as Mario Kart Wii's minimap are treated as game art and remain eligible for the screen. A reprojected 2D draw uses the full eye viewport and scissor because its recorded rectangle no longer describes where it ended up; its original viewport is folded into the projection instead. ## Backend status | Backend | Status | | --- | --- | | Windows D3D12 | Implemented: same-adapter, same-device asynchronous OpenXR submission. | | Android Vulkan (Meta Quest) | Implemented and running on a Quest 3: the OpenXR side owns its own Vulkan device (`XR_KHR_vulkan_enable2`, `XR_KHR_vulkan_enable` fallback) and shares eyes with Dawn through `AHardwareBuffer`s ordered by sync-fd fences. Controllers arrive through OpenXR actions as a virtual SDL gamepad. See `docs/quest-port.md`. | | Linux Vulkan | Not wired. The pinned Dawn package does not expose a native Vulkan device, and the AHardwareBuffer bridge is Android-only; a dma-buf/opaque-fd variant of the same design would cover desktop Linux. | | Other platforms | Not wired yet. | Both bindings share `openxr_integration.cpp`: the pacing thread, policy evaluation, the retained-layer protocol and the head-pose maths are compiled once against the neutral types in `vr/openxr_backend.h`, and only the backend class differs per platform. ### Interpolation validation Probe-sized EFB readbacks retain completed pixels in host memory and publish them only inside the next compatible `GXCopyTex` call. GPU completion callbacks must not write to guest RAM: a race restart can reuse a freed probe buffer for `RaceCamera`, and a late 4x4 Z24X8 tile then turns its rotation fields into NaNs and triggers `triangular.h` / `PPCHalt`. The optional Windows GPU test `efb_ram_lifetime_smoke` exercises that allocation reuse and format/size changes. It fails with the former callback write and passes with deferred publication. The GX tests cover retained transform endpoints with desktop interpolation off and continuous sampling at 72/90/120 Hz. `mkw_frame_interpolation_pacing_tests` covers fixed-rate scheduling, live changes, stalls and configuration migration; `mkw_openxr_replay_tests` exercises swapchain ownership and retained-layer submission without a headset. For a Windows GPU check, configure Aurora with its tests enabled and `AURORA_GPU_SMOKE_TESTS=ON`, then build/run `stereo_frame_worker_smoke`. This feeds the actual renderer a 60 Hz GX stream and an independent 90 Hz stereo provider. The development check produced 359 new stereo submissions in 4 seconds (89.7 FPS). This verifies submission cadence, not full-race performance or visual quality on a headset. Pass a draw count, for example `stereo_frame_worker_smoke 2000`, to stress uniform preparation and renderer/producer overlap; `stereo_frame_worker_smoke 2000 0` checks native stereo with interpolation Off. Use `stereo_frame_worker_smoke 1000 1 1` to exercise ten-matrix palettes and their larger uniform history, or `stereo_frame_worker_smoke 1000 2 1` to switch interpolation On/Off during recording. The test compositor discards obsolete ticks and uses high-resolution waits on Windows, keeping missed ticks from accumulating into bursts. It pre-warms the next game frame like the runtime and excludes the first 60 frames from timing so shader compilation and initial resource allocation do not skew steady-state results. The test checks that the producer stays above 55 FPS as well as checking headset submissions; replaying an old scene more often must not hide a slowed simulation. Validate actual races in VDXR at 90 Hz with Auto/90 selected, including race entry/exit, first person, recentering and pauses. Stereo uniform calculations use cached CPU memory, followed by a single write into the upload buffer. Reading or modifying matrices directly in D3D12 upload memory can be extremely slow, especially with many character draws; see Microsoft's [Map guidance](https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12resource-map). Retained interpolation reserves eye ranges at seal time and fills them once at the headset sample time. VR interpolation also releases the producer after sealing so eye encoding can overlap the next game frame, as it does with desktop interpolation. When VR interpolation is enabled at batch start, uniform recording also uses cached CPU memory. Matching and history capture read that buffer, then the used prefix is copied to the mapped upload buffer before unmapping. The backing choice stays fixed until the batch ends, including mid-frame flushes, so live setting changes cannot invalidate pending tasks. ## Current limitations - Only the project's supported PAL `RMCP01` translation has race instrumentation addresses. - Wii Remote pointer/motion emulation from tracked controllers is not implemented. OpenXR action bindings exist only on the Android build, where they present the Touch controllers as one ordinary gamepad; on Windows use the existing game-controller input path. - The Quest build (`android/`, `docs/quest-port.md`) runs on a Quest 3 through menus and races. Lifecycle events and performance (about 43 game FPS) are still open. Apple visionOS packaging is not implemented. - Scene-specific comfort options, culling fixes, replay/spectator classification, and a broader VR settings UI beyond the current enable/replay controls are future work. - The desktop window remains available as a mirror/fallback. OpenXR diagnostics are written to the normal run log under `%LOCALAPPDATA%\WiiCompiled\Logs`. Search for `OpenXR` when reporting a startup or submission failure.