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Copy pathHitmanAbsolutionVR.ini
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86 lines (83 loc) · 4.29 KB
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[VR]
; F5 switches first/third person; F6 toggles tracked VR and the native stereo screen.
; F9 recenters. Menus use the screen; gameplay starts tracked.
StartInVR=1
WorldUnitsPerMeter=1.0
MotionControls=1
; First frame consumer waits briefly for a newer tracking sample before freezing it.
; NumPad4 compares for this run. F8 records bounded frame/attachment timing.
FramePoseSync=1
; Per-hand motion aim. F3 toggles native weapon aim.
MotionAim=1
; Attach native melee/throwable objects to their controller in first-person motion mode.
; Authored grips and normal button attacks/throws remain; F3 compares native attachment.
MotionHeldItems=1
; Keep owned held-item render-cache updates on the prepared main-eye pose.
; NumPad6 compares the correction for the current run.
LockHeldRenderPose=1
; Render preparation uses the tracked mesh cache; native hand transform setters
; and their spatial notifications run only in the game's own update callbacks.
DeferRenderAttachmentWrites=1
; Right-controller direction for native throwable aim/trajectory; F3 compares native aim.
; Native trigger actions, pitch limits, speed/gravity and release origin remain.
MotionThrowAim=1
; Common firearm types; set 0 to restrict motion aim to pistols/revolvers.
; Other weapon classes need gameplay tests.
MotionAimAllGuns=1
; Single firearms fire from the tracked pose immediately, without the body aim animation.
; Set 0 to restore native single-gun aim readiness. Dual controls retain their behavior.
InstantSingleFire=1
; Two distinct firearms follow their own controllers: left/right trigger fires that gun.
; With one gun, left trigger remains aim. Release both triggers after equip/focus changes.
MotionDualWield=1
; Level the rendered game camera at the horizon; native aiming input stays live.
; Headset pitch/lean is applied afterward. F12 toggles this for the current run.
; Set 0 below for native camera pitch at startup.
LockVerticalCamera=1
; Hide the native gameplay crosshair; use the optional laser dot for aiming.
HideCrosshair=1
; Point Shooting uses the native stereo screen and marking crosshair, then returns to VR.
; Use the normal mouse/right stick to aim and the normal mark/execute controls.
PointShootingScreen=1
; Match native planar mirrors to the source eye pose/projection. NumPad1 compares.
CorrectPlanarReflections=1
; Early visibility and actor/particle worker cameras use tracked stereo volumes. NumPad2 compares.
CorrectEarlyCulling=1
; Give direct postprocess eye-ray readers the final eye projection. NumPad3 compares.
CorrectPostprocessProjection=1
; Keep native pistol aiming/firing; suppress its shoulder-camera transition in VR.
SuppressAimCameraShift=1
; Keep calibrated locomotion eye height through walking/turning/aim; retain crouching.
StabilizeAimOrigin=1
; Refresh first-person native room/portal visibility from the tracked head center.
; F10 compares this correction during the current run.
CorrectVisibility=1
; Optional red surface dot for equipped firearms, including native/F5/F6 modes.
; F2 toggles it for the current run. No dot appears when the ray hits no surface.
LaserSight=1
; Minimum dot radius in rendered eye pixels (0 restores the surface-sized dot; 0..16).
LaserMinPixelRadius=4
; Optional workaround for shadow cutoff/ground artifacts with global illumination OFF.
; Leave disabled when GI is ON: synchronizing metadata can change shadow detail/range.
; F7 toggles the workaround for this run; set 1 below to enable at startup.
SyncCameraMetadata=0
; Query OpenXR before launch. Restart to change render size.
UseHeadsetResolution=1
; Pause/main menus use the stereo screen and resume tracked gameplay.
AutoMenus=1
; Place the native HUD on a 16:9 stereo plane.
HudCorrection=1
; Avoid applying the native action-button stereo depth a second time on the HUD.
CorrectPromptDepth=1
; World action prompts use the tracked head for projection/clipping while horizon lock is ON.
CorrectPromptCamera=1
UIScale=1.0
; Bone-based first-person gameplay origin; F5 compares third person.
FirstPerson=1
; Hide separate player head/face meshes in the first-person main view.
HideHead=1
; Optional full player-body removal in tracked first person; F4 toggles it.
; Held weapons stay visible. Third person, mirrors and native shadows remain.
HideBody=0
; Remove the identified opening-level flat tree atlas meshes; F11 toggles it.
HideTreeBillboards=1