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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.
OpenXR remains disabled until requested in Config.toml. The file is next to the installed game
configuration and is created with the following defaults:
[vr]
enabled = false
required = false
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
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. Set it to
true only when a failed VR startup should stop the game with an error.
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 Player 1 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 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.
Only the camera's heading is taken from the game. Its pitch and roll are dropped, so the horizon
stays level through a chase-camera tilt or a banked corner, and the headset owns pitch, roll, and
free look outright. 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
RMCP01race 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. A pause or minimized window can withdraw an unencoded packet and end that compositor frame without layers; an encoded-work stall requests teardown at Aurora's next safe producer boundary. 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. |
| Linux Vulkan | Capability-gated scaffold. The pinned Dawn package does not expose the complete native Vulkan instance/device/queue context needed for safe same-device OpenXR interop, so the runtime logs the limitation and falls back to desktop rendering. |
| Other platforms | Not wired yet. |
The Vulkan path intentionally does not create an unrelated Vulkan device or use a CPU readback as a workaround. It accepts a future explicit Dawn native context, including external queue locking, so it can be enabled once Aurora exposes those handles safely.
Current limitations
- Only the project's supported PAL
RMCP01translation has race instrumentation addresses. - Motion-controller/Wii Remote emulation and OpenXR action bindings are not implemented yet; use the existing game-controller input path.
- Dedicated Quest, Android, and Apple visionOS packaging is not implemented. The static recompilation architecture avoids a runtime JIT, but each platform still needs an Aurora graphics bridge, windowing/lifecycle work, and packaging.
- 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.