It's called Early Access for a reason (Patreon)
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You could also think of it as a "patch-as-you-go" service ;-)
I have two new releases out: v2606.14.1 for the public version (download link is here) and v2606.14.2 for the Early Access (download link is here).
As promised, I updated support to FF7RB https://store.steampowered.com/app/2909400/FINAL_FANTASY_VII_REBIRTH/ in the public version too, since the recent official patch appears to be stable.
INDY https://store.steampowered.com/app/2677660/Indiana_Jones_and_the_Great_Circle/ was also broken in VR due to the latest official update, so I fixed it in both the public and EA versions. It took me a little longer than I expected, but everything's good now.
I also revised DS2OTB https://store.steampowered.com/app/3280350/DEATH_STRANDING_2_ON_THE_BEACH/ which had one minor defect after the official update to patch 1.9.
For CD https://store.steampowered.com/app/3321460/Crimson_Desert/ instead you can just update the game to the latest 1.11.00 official patch without worries, as it didn't seem to mess anything up in VR.
But speaking of messing up, and the reason why it's called Early Access, I recently found out that there was a big problem with my gaze-based aiming implementation in BOND https://store.steampowered.com/app/3768760/007_First_Light/
The aiming camera would often headlock, making weapon-based combat and shooting in general really frustrating. How did I miss this? Well, it turns out that the bug didn't manifest on my system because of a hardware problem.
The game caches the camera orientation when there is no input coming from the mouse or gamepad, so with my previous release if you pressed the left trigger to switch to aiming mode in VR, the view would remain headlocked until you moved your right thumbstick at least a little bit.
Many players use the right stick all the time to turn around, even in VR and during combat, so they might not even have noticed the issue. But for me, the issue didn't trigger (nice pun huh? I've been waiting to use this one) because during the years my Xbox gamepad has developed a little joystick drift. That means it is continually giving a small amount of input to the game, as though I were moving the right stick just a tiny bit, and that's enough for the game to stop caching the camera and begin executing the code that makes it turn around.
The engine's caching mechanism is really convoluted, and after spending many hours uselessly trying to suppress or bypass it, I was still unable to find a perfect solution. So the new v2606.14.2 EA release has a workaround: when you start pressing the left trigger on your gamepad, it will automatically synthesize a fake movement of the right stick and inject it into the game, which is enough to get the camera unstuck.
Unfortunately the trick is viable only with a gamepad: if you're playing with a mouse you'll need to move it a little bit yourself when you press the right button to enter aiming mode, in order to keep the camera from getting headlocked. But as you know, you're supposed to use a gamepad anyway to play in VR with my framework.
One of you also had me notice that my proposed left trigger + left thumbstick gesture on the gamepad to toggle the "UI on HUD" mode was not a great choice, because it activates focus mode (bullet time) and uselessly drains your focus meter, so I changed it to left shoulder button + left thumbstick.
And finally, since there is a section in the game where you're supposed to zoom in using a telescope, and zooming is normally disabled in VR, I added the "Allow FOV change past this zoom level" slider to the BOND overlay tab, with a default threshold of 7. The default value should be fine for all circumstances, but if you find that the world often becomes zoomed in and warped during normal gameplay (for instance when you inspect an object) move the slider further to the right. If instead you like allowing the camera to zoom in all the time as is the case when playing flat, drag the slider towards 1.
Thank you for your patience, and for always being constructive and helpful with your defect reports!!