VR M5: comfort and polish #1078

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opened 2026-10-25 20:31:37 +00:00 by sky_line · 1 comment
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Hard rule (applies to every VR ticket): the non-VR path must not lose quality or FPS. All VR work is optional and only affects the VR path: no new per-frame work, memory, pipelines or device extensions when VR is off; each milestone is gated by a fixed-camera GPU/CPU timer A/B of VR-off against main before it lands.

Snap/smooth turn, vignette, seated/standing, avatar head follows the HMD (local), on-screen keyboard investigation, Safety tab completion, docs.

Part of #1072.

**Hard rule (applies to every VR ticket):** the non-VR path must not lose quality or FPS. All VR work is optional and only affects the VR path: no new per-frame work, memory, pipelines or device extensions when VR is off; each milestone is gated by a fixed-camera GPU/CPU timer A/B of VR-off against main before it lands. Snap/smooth turn, vignette, seated/standing, avatar head follows the HMD (local), on-screen keyboard investigation, Safety tab completion, docs. Part of #1072.
sky_line added this to the Slipstream project 2026-10-25 20:31:37 +00:00
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Add: eye height / world scale adjustment. M1 places the view at the avatar's head joint at 1:1 scale, which is correct (matches mouselook) but feels off when the avatar's eye height differs a lot from the user's (e.g. a pony avatar with ~1.5 m eye height). Options: a world-scale factor, and/or an eye-height offset relative to the user's real standing height (the session uses LOCAL_FLOOR, so the real height is known). Should persist per user.

Add: **eye height / world scale adjustment.** M1 places the view at the avatar's head joint at 1:1 scale, which is correct (matches mouselook) but feels off when the avatar's eye height differs a lot from the user's (e.g. a pony avatar with ~1.5 m eye height). Options: a world-scale factor, and/or an eye-height offset relative to the user's real standing height (the session uses LOCAL_FLOOR, so the real height is known). Should persist per user.
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sky_line/Slipstream#1078
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