Hello Patrons!
The day has arrived.. the first Team Beef PCVR build of one of our OpenXR Standalone Ports! and hopefully the first of several more in the future. This isn't our first PCVR port, if you've not played BaggyG's VR port of Bendy and the Ink Machine, then I would highly recommend it!, but this is the first that involved taking an existing standalone port to PCVR.
So.. what should have been a fairly straightforward process of bringing an OpenXR build from Android to Windows turned out to be a complete nightmare (thanks SteamVR!) for reasons I won't bore you with here (unless you really want to hear about Projection vs Quad Compositor Layers and how Steam VR behaves differently, wrongly IMO, to other OpenXR run-times), but that journey is done now and I'd prefer not to dwell on it.
It did also became something of a considerable learning experience for me, so much so that it became clear that the way things had been implemented were not actually correct, insofar as they wouldn't be generally applicable to other headsets other than the Quest and Pico, so some reworking was required. The net result is that yes, this now runs very nicely on PCVR and Standalone devices, but there have been some yet unresolved bugs introduced on both sides that will take time to fix. For example anything involving zooming in such as scopes, LA Goggles, Speed Force Effect, will make you go a bit cross-eyed (but not necessarily on all devices), so there's more work to do there. It also means these changes won't be rolled out to the public build of JKXR immediately and that we will keep the PCVR build for patrons only until all issues have been fixed. It does mean there will be some additional delay before the JKXR Jedi Academy standalone build is released to the public since there's also the same fixes needed on the standalone branch, but hopefully things are now in the situation where one fix works for all, more or less.
And before you ask, yes Jedi Academy for PCVR will be available to you in not-too-distant the future too, but again more changes are needed there first, so to keep testing and bug reporting straightforward we're only releasing the JKO for now.
So for mid-tier patrons and above, head over to our download site (link below) where you can download the PCVR JKXR JKO package. You can unzip it to anywhere on your computer, then PLEASE READ THE README.txt!! It contains installation instructions (easiest if you have the game on Steam, but not a problem if you don't) and other important bits of information that you don't want to miss out on. However be assured that installation is simple.
Another thing to note is that Team Beef only have Quests and Picos to test with; hopefully things will be fine with other HMDs but there might be issues with other controllers, you may have to do some remapping of buttons and old skool Vive Wands might have some real issues. We also recommend using the OpenXR runtime most closely aligned to your device (Oculus PC App for Quest, Steam VR for Vive/Index (and Pico with Streaming Assistant), and presumably there's one for WMR too. Virtual Desktop also works fine).
With the above in mind, we are really looking for feedback on what controllers work, what don't, what bindings did work for you, that sort of thing.
Mods wise, we've included a few nice ones to get you going, most mods will work except those that change game code logic, but I don't think there's many of them. There's a couple of additional recommendations in the README.txt too.
There's not a lot more to say than that really, have fun and enjoy the performance benefits of a PCVR build and thank-you again for your continued and very much appreciated support!
- DrBeef / Team Beef
Download site for Mid and Gold Tiers (€6 a month and up): https://www.quakevr.com/patreon/
william mumford
2023-07-28 19:06:30 +0000 UTC