Releases: amwatson/CitraVR
CitraVR (Beta) v0.5.1
v0.5.0
What's Changed
- Fix for immersive VR mode on v69+
- New UI with start, select and "close game" options
- positional menu for adjusting upper and lower panels
- 6DoF "Super Immersive Mode 2" by @DrBeef
- Menu Visibility Behavior: in both immersive and non-immersive mode, press the "left menu" button on the left controller to toggle menu visibility (menu is off by default in Immersive mode)
Known Issues
- no bounding box when moving lower panel, so lower and upper panels can intersect
- crash on HMD sleep when vulkan is selected in settings
CitraVR (Beta) Playtest 2/17/2024
This version adds @DrBeef's experimental "Super Immersive Mode" for 3DS games in 6DoF.
Known Issues:
- Super Immersive Mode does not work on all content. Some graphics artifacts on some content is expected
- There is judder when using this mode it is running 30FPS in VR. Sim-sickness warning.
- Note: if you find this mode uncomfortable due to tracking, you may instead want to try "3DoF Immersive Mode", which is fully-head-tracked.
- Additional per-game configuration of settings may be needed. We (well, @DrBeef) noted the settings needed for select titles, but user exploration may be needed for others.
Tip
Higher stereo depth is recommended while using this mode. To facilitate this, the stereo depth slider can now be set to 400%.
To Use
Go to Settings > VR and under "Immersive Mode" select either "Super Immersive Mode -- Profile 1" or "Super Immersive Mode -- Profile 2".
Content Recommendation: The best showcase of this feature is "Majora's Mask
For Ocarina of Time or Majora's Mask
- Select "Super Immersive Mode -- Profile 1"
For Mario Kart 7 or Super Mario Land 3D
- Select "Super Immersive Mode -- Profile 2"
- Set "Register Offset" to 90
For Asphalt
- Select "Super Immersive Mode -- Profile 2"
- Set "Register Offset" to 8
For everything else
We don't know! If you find out, let me know in the Discussion for this release!
Positional Movement Factor and Positional Movement Factor Multiplier (Profile 2 only)
Not every game will need these settings adjusted. However, if the first-person PoV seems too big or too small for the content, these settings adjust the rate at which one's head moves the camera.
CitraVR (Beta) v0.4.2
What's Changed
- Added hotkey for "quit to menu" under Settings > Gamepad
Full Changelog: v0.4.1...v0.4.2
CitraVR (Beta) v0.4.1
What's Changed
- Added in-VR Citra Error messages to explain "black screen" errors
Full Changelog: v0.4.0...v0.4.1
CitraVR v0.4.0
This update pulls in about four months of changes from Citra mainline.
Warning
This build will clear your user settings on the first install.
What's Changed
UI
- New UI
- Dark theme
- Faster game library loading (esp. for Quest 2 users)
Performance
- "New 3DS" toggle, which improves performance on some games (e.g. Star Fox) when disabled
- "Extra Performance Mode" no longer mutes (instead disables audio stretching)
- Audio stretching
- Minor/moderate performance tweaks
- Default CPU level changed from 4 to 3, which slows battery drain (can be tweaked in Settings)
Features
- In-VR system keyboard
- Speculative support for CIA files
Input
- Improved input binding support for gamepad
- Warning to press select + start before attempting to bind (Quest has controllers in "Gaze Mode" by default, which prevents input binding from working)
- Dpad on touch controllers (See Touch Controller Input Bindings)
Misc.
- Fix for the "half screen" issue
- Separate settings for VR vs non-VR Citra
Full Changelog: v0.3.2...v0.4.0
CitraVR Playtest 2/1/2024
This is a candidate for the v0.4.0 release.
Among other things, this includes:
- [cia file support)(https://github.com//issues/5)
- Fix for the "half-screen" issue
- Dark mode
- "New 3DS" setting (aids performance in some games, e.g. Star Fox 64 3D)
- new default settings
- Support for D-pad on Touch controllers
- Fixes for gamepad input bindings
Important
This build will overwrite your v0.3.2 settings. Note that v0.4.0 is going to do this no matter what
CitraVR (Beta) v0.3.2
What's Changed
Warning
this release will reset your settings. This is being done to unstick users who were having issues due to stale configs. I will have to do this one more time in the next 9 days -- sorry!
-
Added Lubos' "Immersive Mode" under "Settings > VR"
- Warning: Immersive Mode causes visual artifacts on some content, including 2D menus.
- Warning: Immersive Mode will require shader recompilation, meaning titles will stutter on the first run.
-
Added DPAD on Touch Controller thumbrest: DPAD behavior on CitraVR now matches praydog's UEVR
To use: rest your thumb on the thumbrest of one controller: the other controller's thumbstick becomes the D-Pad, and will remain that way until the thumb is removed from the thumbrest
-
Set default CPU level to 3 (reduces power draw and should prevent device from running "hot")
-
Fixed issue where users reported CitraVR rendering "half-width"
-
Additional "Immersive Mode" that has a higher resolution by @DrBeef in #33
New Contributors
Full Changelog: v0.3.1...v0.3.2
CitraVR (Experimental) Lubos/DrBeef/fewerwrong Immersive Mode
This is an experimental extra release for the weekend.
It contains a new version of @lvonasek's 180 Immersive Mode, with initial implementation by @lvonasek, improved visual quality by @DrBeef, with some shader-cache separation by me, @amwatson (fewerwrong).
To Enable Immersive Mode
- Download and install the attached apk
- On your HMD, launch "CitraVR (EXPERIMENTAL)"
- Go to
Settings > VR
and check "(Experimental): VR180 Immersive Mode"
Notes:
- Different games and different game stages will have visual different results. This is a natural consequence of the technique -- with it, some games/levels will look excellent.
- Extending the screen changes the depth value. You may want to increase your depth slider when Immersive Mode is enabled.
- Your shaders are going to need to be recached, so you'll see some initial stutters like the first time you ran. These will go away.
- I am upscaling a bit to make up for loss-of-quality, so immersive mode at X resolution may perform worse than non-immersive-mode at the same resolution.
- It will only run OpenGL (if you selected Vulkan, it overrides this setting)
- This apk will not override your main version of CitraVR. When you select "Unknown Sources" you will see "CitraVR" and "CitraVR (EXPERIMENTAL)" as separate items.
- To avoid "CitraVR (EXPERIMENTAL)" introducing issues to CitraVR, I recommend either a) creating a new userdata directory for "CitraVR (EXPERIMENTAL)" or b) deleting your shaders (located at
[path-to-userdata]/shaders/opengl
) when you're done with experimental.
- To avoid "CitraVR (EXPERIMENTAL)" introducing issues to CitraVR, I recommend either a) creating a new userdata directory for "CitraVR (EXPERIMENTAL)" or b) deleting your shaders (located at
DPAD
I'd feel like a dick if I didn't have the dpad working for immersive. While It's not the most comfortable way to enter Dpad input, I intend to fix this in the future, and hopefully it's serviceable.
To use Dpad on touch: click the thumbstick in on either controller. While clicking, move the thumbstick to use DPAD_UP, DPAD_DOWN, DPAD_LEFT, DPAD_RIGHT.
Alternatively, on the command-line, use adb shell input keyevent KEYCODE_DPAD_UP
CitraVR (Beta) v0.3.1
What's Changed
- Created HMD-specific default graphics profiles:
- Quest 3:
- Default internal resolution: 3x (was 5x)
- Quest 2, Quest Pro:
- Default internal resolution: 2x (was 5x)
- Default VR environment: void (was passthrough)
- Quest 3:
- 3% reduction in GPU utilization
- Added numerical resolution indicator for "auto" in UI
- Merged logging systems: all logs now appear in the Citra Log File
- Fixed issue where user cannot proceed past file browser on first launch by @gyroninja in #25
New Contributors
- @NyanBlade made their first contribution in #24
Full Changelog: v0.3.0...v0.3.1