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shiny capture
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@@ -475,40 +475,20 @@ local SETTINGS = {
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{ VoxelGrid.setting, "One-pixel wireframe along every voxel edge.",
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cat = "world" },
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{ WorldCurve.setting,
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"Bend the world down over the horizon, Animal Crossing style. 1 is a "
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.. "hint of roll at the frame edges and 2 is the classic read; 3 is as "
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.. "far as it goes before the horizon closes over ground you can still "
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.. "walk into. 4 and 5 are past that on purpose and they are for a "
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.. "headset's DIORAMA, where the world is a model being looked at "
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.. "rather than walked around in -- 5 curls it into a half sphere, a "
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.. "town on top of its own little planet.",
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"Bends the world down over the horizon, until a town sits on top of its "
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.. "own little planet.",
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cat = "world" },
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{ ViewBox.setting,
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"How much of the map the camera bothers to draw. FIT is exactly the "
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.. "ground on screen and no more -- the shape a tilted camera really "
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.. "frames, which reaches well north of you and flares wide out there, "
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.. "not the square the flat game shows. So a connected map that falls "
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.. "entirely outside it is skipped before it is drawn, terrain, water, "
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.. "grass and shadows together, which is most of the frame's geometry "
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.. "at the high rungs. Below about 63 degrees that is all the row does "
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.. "and the picture is untouched. At 75 the camera can see all the way "
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.. "to the horizon, so something has to name a distance: FIT is the "
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.. "closest, WIDE through WIDEST push the world's edge further out, "
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.. "and OFF stops cutting entirely. Not on 1ST or 3RD -- you are "
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.. "standing in the world there -- and the box opens out and away as "
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.. "the camera dives in.",
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"How far out the camera bothers to draw, which only changes the picture "
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.. "above about 63 degrees where the horizon comes into view.",
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cat = "world" },
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{ Water.setting,
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"Reflections on water. FULL adds screen-space reflections of the "
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.. "shoreline, the trees and the buildings behind it; SKY is the sky, "
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.. "the sun and the moon alone, which is most of the look for a "
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.. "fraction of the cost.",
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"Reflections on water: SKY is the sun, moon and sky alone, and FULL "
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.. "adds the shoreline and trees behind it.",
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cat = "world" },
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{ DayNight.setting,
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"What time it is outdoors: pin the sky to DAY, NIGHT, DUSK or DAWN, "
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.. "let CYCLE run it -- ten minutes of sun, ten of moon, with the "
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.. "shadows, the sky and the light following -- or SYNC it to the "
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.. "clock on the wall, so Kanto's evening falls when yours does.",
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"What time it is outdoors -- pinned to an hour, running on a ten-minute "
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.. "cycle, or synced to the clock on your wall.",
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cat = "world" },
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-- ------- BATTLES -- what a fight is drawn over, and how it is played
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@@ -520,45 +500,24 @@ local SETTINGS = {
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-- and forbids back sprites (backPinned answers false), so both rows
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-- decide nothing there and a dead switch on the menu reads as broken.
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{ OverworldBattle.setting,
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"Fight in three dimensions, shot over the shoulder with a slow parallax "
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.. "drift. 2D-3D stands the game's own battle pics up as cards; STADIUM "
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.. "replaces them with the Pokemon Stadium battle models, animated, "
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.. "playing the animation the move being used actually calls for. A "
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.. "stages the fight on the MAP -- the nearest clear ground, in that "
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.. "place's own weather and light; B stands it on two discs against the "
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.. "sky instead, which works everywhere, including the caves and shop "
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.. "floors that have nowhere to stage a fight. The STADIUM rungs only "
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.. "appear once the models have been built, and building them needs a "
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.. "Pokemon Stadium (US) 1.0 ROM of your own -- import it from the "
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.. "STADIUM ROM row, or drop it in the baseroms folder and restart. No "
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.. "other version works: the reader is keyed to that one cartridge.",
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"Fights staged in 3D over your shoulder, on the map or on discs against "
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.. "the sky, as cards or Stadium's animated models.",
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cat = "battles",
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when = function() return not VR.enabled() end, full = true },
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-- Only offered while a fight can actually be staged on the map: with 3D-BTL
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-- off the engine draws the classic screen, which is this row's ON already,
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-- and a row that no longer decides anything is worse than no row.
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{ OverworldBattle.backSetting,
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"Keep your own Pokemon on the battle menu, seen from behind in its "
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.. "original slot, instead of standing it on the map facing the foe. "
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.. "The foe is still out there on its own tile.",
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"Keeps your own Pokemon on the battle menu, seen from behind, instead "
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.. "of standing it on the map facing the foe.",
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cat = "battles",
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when = function() return stagedBattles() and not VR.enabled() end,
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full = true },
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-- `full` like the battle rows: this is a GAMEPLAY mode, not a knob on
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-- the diorama, so the FULL preset neither sets it nor takes it away.
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{ LetsGo.setting,
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"Pokemon GO-style catching, staged in the 3D battle. Flick the mouse, "
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.. "a finger or the right stick to throw the ball at the wild Pokemon "
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.. "-- spin it first for a curve -- and land inside the shrinking "
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.. "ring for a NICE, GREAT or EXCELLENT that raises the catch odds. "
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.. "CATCH ONLY changes nothing else: picking a ball in battle simply "
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.. "plays the throw. FULL is the whole Let's Go treatment: wild "
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.. "encounters open straight in throwing mode (B backs out to the "
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.. "classic menu), Poke/Great/Ultra Balls are half price, and a catch "
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.. "pays the whole party experience -- scaled by throw quality, first "
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.. "throws, new species and your running catch combo. Needs 3D-BTL "
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.. "on; anywhere the staged fight cannot stand, balls quietly throw "
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.. "the classic way.",
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"Pokemon GO-style catching -- flick to throw the ball, with FULL adding "
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.. "half-price balls and party experience (needs 3D-BTL).",
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cat = "battles", full = true },
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-- ------- PERFORMANCE -- what the look COSTS, which is a different question
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@@ -570,39 +529,21 @@ local SETTINGS = {
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-- `full` for the AA reason: additive shafts are fill rate, and under 4X
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-- supersampling that is a question about the hardware, not the look.
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{ ForestAtmos.setting,
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"The air of the deep woods (Viridian Forest): a ground haze, and "
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.. "volumetric light let down through the unseen canopy overhead -- "
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.. "gold spears of sun by day, silver moon rays at night, pollen "
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.. "drifting through the beams and fireflies once they cool. LOW "
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.. "keeps the haze, halves the beam march and stands the particles "
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.. "down. On a phone the row offers LOW alone: the beams need a "
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.. "depth texture the pass can read back, and no mobile driver here "
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.. "grants one.",
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"Haze and light shafts in the deep woods, with pollen in the beams by "
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.. "day and fireflies over tall grass at night.",
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cat = "perf", full = true },
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-- `full` on AA's reasoning below, and for the same reason: the sun's pass
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-- is the most expensive thing in the frame after the geometry, so this is
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-- a question about the machine rather than a knob on the diorama, and it
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-- has to stay reachable from inside FULL -- which never sets it either.
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{ Shadows.setting,
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"Real cast shadows: the scene rendered a second time from the sun, so "
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.. "buildings, trees, ledges and people throw shadows that climb walls, "
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.. "drape over roofs and slide across each other, following the hour on "
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.. "the DAYTIME row. It is the most expensive pass in the mode after the "
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.. "geometry itself -- a whole extra draw of the world every time the "
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.. "view or anybody in it moves -- so OFF is the first thing to try on a "
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.. "phone or an old machine. OFF is no shadow at all, the flat drop "
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.. "shadows under characters included, and the forest's light shafts go "
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.. "with it: the beams are lit by the sun's own map.",
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"Real cast shadows from the sun, and the first thing to switch off on a "
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.. "phone or an old machine.",
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cat = "perf", full = true },
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-- Marked `full` for the opposite reason the battle rows are: this is not a
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-- knob on the look at all, it is what the look COSTS.
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{ AntiAlias.setting,
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"Smooth the stair-stepped edges of the 3D world -- roof ridges, ledge "
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.. "lips, a tree against the sky -- by rendering the diorama larger than "
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.. "the window and folding it back down. Every edge in the picture "
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.. "softens with them, the tileset's own texels included, so the diorama "
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.. "reads smoother rather than sharper. 2X costs half again as many "
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.. "pixels in each direction and 4X twice, which makes this the most "
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"Smooths the stair-stepped edges of the 3D world, and the most "
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.. "expensive row in the mod.",
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cat = "perf", full = true },
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@@ -611,21 +552,8 @@ local SETTINGS = {
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-- `full` for the same reason as AA: not a knob on the look, a question
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-- about the hardware on the desk.
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{ VR.setting,
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"PCVR through OpenXR (SteamVR, Oculus, WMR). STANDARD follows the VOXEL "
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.. "ladder: the orbit rungs become a tabletop model your head moves "
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.. "around, and the 1ST rung stands you inside the world at life size, "
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.. "looking where the headset looks. DIORAMA is one presentation "
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.. "instead -- the world always a model, cut to a square viewport you "
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.. "grab with the grips to carry, turn and open out, with a "
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.. "fight arriving as a floating disc of the map. There is no 2D and "
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.. "no first person in it, and the left stick's click throws V-CURVE "
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.. "to its top rung and back -- which turns the square cut into a ball "
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.. "with a dissolved rim, because a bent world has no straight sides. "
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.. "DIORAMA-MR is the same with the background keyed green, for a "
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.. "mixed-reality capture. "
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.. "Menus and dialogs float on a panel. Needs a Windows OpenXR runtime "
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.. "and the mod running from a real folder; without them the row stays "
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.. "and the game stays flat, with the reason on the console.",
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"PCVR through OpenXR on Windows, either following the VOXEL ladder or "
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.. "as a DIORAMA you carry and turn with the grips.",
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cat = "vr",
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-- on Windows the row stays even when a runtime is missing (the console
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-- says why); off Windows -- mobile above all -- there is no VR to have
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@@ -635,11 +563,8 @@ local SETTINGS = {
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-- device that is not plugged in decides nothing, and this one is read
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-- exclusively by the headset's right stick.
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{ VR.smoothTurn,
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"Turn smoothly with the right stick instead of snapping 45 degrees a "
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.. "flick. OFF by default, and deliberately: a software turn moves the "
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.. "world past a head that did not move, which is the most reliable way "
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.. "to make somebody ill in a headset. Turn it on if you have your sea "
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.. "legs and want the continuity.",
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"Turns smoothly with the right stick instead of snapping 45 degrees, "
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.. "if you have your sea legs for it.",
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cat = "vr",
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-- and only under STANDARD: the stick turns a HEAD, and neither diorama
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-- mode has the player standing in the world to be turned
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