The latest beta fix for the latency and jitter (https://github.com/Prof-Butts/xwa_ddraw_d3d11/pull/41) removes the && !g_playerInHangar condition from GetSteamVRPositionalData(), which was never True, so the tracking was always re-obtained in ddraw.dll, even while flying with CockpitLook active.
This fixes some of the jitter, but breaks the tracking in the hangar, because g_b3dRendering=true so ddraw.dll tries to get the poses from CockpitLook when it is not active. WaitGetPoses() is never executed so nothing is rendered to the HMD.
We need to find the real value where the game stores the hangar state and re-add the condition.
The latest beta fix for the latency and jitter (https://github.com/Prof-Butts/xwa_ddraw_d3d11/pull/41) removes the
&& !g_playerInHangar
condition fromGetSteamVRPositionalData()
, which was neverTrue
, so the tracking was always re-obtained inddraw.dll
, even while flying with CockpitLook active.This fixes some of the jitter, but breaks the tracking in the hangar, because
g_b3dRendering=true
so ddraw.dll tries to get the poses from CockpitLook when it is not active. WaitGetPoses() is never executed so nothing is rendered to the HMD.We need to find the real value where the game stores the hangar state and re-add the condition.