Remove uneeded info
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@@ -53,7 +53,6 @@ g_hmd_reduced_cabin_movement|Allow you to deactivate or decrease the applied cab
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r_ipd_scale|Manually adjust your VR headset IPD scale
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r_hmd_water_pixels_per_deg|Adjust the water reflection size in game. The game multiplies your VR headset FOV with this value
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r_hmd_draw_controllers|Draw VR controllers if connected in-game. Note that the game doesn't natively support VR controllers. It is only useful for visualization, like where your steering wheel or desk is in-game
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r_hmd_controller_shadows|Draw VR controller visualization model shadows in-game
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t_ignore_hmd_timing|Manually adjust the VR headset frame timing
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o_openxr_force_symmetrical_fov|Switch from the default asymmetrical FOV to a symmetrical FOV for compatibility purposes
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o_openxr_max_hor_fov_override|Reduce the maximum value of FOV in the horizontal direction
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@@ -101,9 +100,6 @@ The games do have VR support officially added to official builds since version 1
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When the build is not part of a experimental* or oculus* branch on Steam, you will need to specify additional command line parameter -experimental_vr to enable VR support.
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The VR features in the normal build are likely to lag behind the VR build. VR improvements happening after release of the normal build will be frequently only included in the VR build until the next major update.
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It is possible that some VR changes will be initially too big hacks/too experimental to include in the normal build so they will be only available in the VR build until they can be integrated properly.
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> at this moment the following features are only part of the VR build:
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The eye tracking experiment (see the OpenXR section below).
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To use it, on the stable version of the game :
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