Areas
| Area | Works | Missing | Game logic on Quest |
|---|---|---|---|
| Maps | Dyson, Combustion, Fission, Surge and the combat lobby load on the Quest 3. | Some glass, signs and screens differ from PC. Surge's third area did not draw in a play test. | 87% |
| Match flow and round start | Rounds start in public and private matches. Capture, payload scoring and the winner were right in an online match. | Capture announcements and marker colours. Bullets pass through the barriers on Surge. | 92% |
| Guns | All eight guns attach and fire. Tac mods, grenades and ordnance work. | The overheat button and display. Used ordnance stays behind as a frozen object. | 97% |
| Terminals and text | The lobby terminal starts public and private combat. The equipment station swaps guns and tac mods. | The match-rules screen, button labels and much of the terminal text. | 98% |
| Orb and spawn | The map-table orb launches you. Return orbs bring you back to the drop ship. | The orb going back to its stand. | 66% |
| Launch tubes | The launch tube carries you into the arena. | The tube's look and its launch button. | 100% |
| HUD and scoreboard | Name tags, the equipment grid, the end-of-match scoreboard, the timer and the distance readout. | Team scores, kill and capture announcements. The wrist and payload displays overlap. | 95% |
| Audio | Map ambience, hit sounds and gun sounds. | Announcer and music, death and impact sounds, the Blazar's selection sound. | 99% |
| Visual effects | Stand-in muzzle flashes and sparks. The PC's own muzzle flash has been drawn on a Quest 3. | The PC's particle effects for tac mods, ordnance and explosions. | 90% |
| Grab and hands | Hands face the right way. | Grabbing near some objects stretches the arm. | - |
| Quest 3 frame rate | Maps run smoothly when idle. | A measurement during a full fight. | - |
| Online play | Headsets play full matches together on the project's own servers, with all eight guns. | Joining a match that has already started. | - |
| Steam Frame | The same builds run on the Steam Frame, at 122 to 137 frames per second in a 20-minute combat test. | Whatever is missing on the Quest is missing here too. | - |
Scripts
How the port works, and where each of the game's combat scripts stands.
Echo Combat's game logic (guns, bullets, the match flow, terminals, the orb, the HUD) lives in about 100 small scripts. Each script is a graph of steps (nodes), compiled to native code. Combat's scripts only ever shipped for the PC's x86-64 processors.
The Quest version of Echo VR has the same engine, but none of these combat scripts. Until a script is rebuilt, the Quest runs an empty placeholder in its place, so the map loads but nothing in it works.
Each script is rebuilt for the Quest's ARM64 processor from the PC version: its graph is recovered, every step's code is translated, and it is linked against the code the Quest engine already has. Some steps use node types the Quest engine never shipped scripts for; those are wired straight to the engine.
Every rebuilt script passes automatic checks, then a separate review, then a test on the headset before it goes into a play build. In the table, 'real' counts the steps that do their actual job on the Quest; the rest still do nothing.
Checked step by step against the PC
A review took steps back off the done list: they run on the Quest but cannot yet produce what the PC does. Every script library of the build is counted. The lower figure takes every step that is not yet proven as missing.
Not every step of a PC script needs to run on the headset. Each step of 108 scripts (14,928 steps) is sorted by what the PC game itself does with it:
| Area | Steps by kind | Done |
|---|---|---|
| Maps6 of 6 scripts checked | 88% | |
| Match flow and round start8 of 9 scripts checked | 93% | |
| Guns27 of 27 scripts checked | 98% | |
| Terminals and text14 of 14 scripts checked | 99% | |
| Orb and spawn4 of 4 scripts checked | 67% | |
| Launch tubes2 of 2 scripts checked | 100% | |
| HUD and scoreboard17 of 18 scripts checked | 95% | |
| Audio8 of 8 scripts checked | 100% | |
| Visual effects12 of 12 scripts checked | 90% |
Done: steps on the Quest out of the steps a headset needs (on Quest + to port). Hover a bar for its counts.
What we checked this week
Each Echo Combat match is driven by about 100 scripts, built from roughly 12,500 small steps. Besides counting how many of those steps the Quest runs, this week we checked something new: for the steps the Quest does run, do they do the same thing as on PC?
Missing. 561 steps that a PC player's game runs are still not on the Quest in the current test build: that is the fix list. An earlier check found 135 more steps that had been counted as done but are not. 112 of them do real work on PC that our counting tool mistook for "does nothing". The other 23 run on the Quest but with the wrong data: 14 run with blank settings, 5 play silence, and 4 have their sound switched off although the sound exists on the Quest. 7 more are probably in the same state.
Where it shows. The biggest ones are in the payload match (the match statistics step and one cart-rules step), the score sounds when a team scores, the gun overheat and vent sounds, the gun owner checks (about 60 small steps across the 8 guns), the heal barrier, the spawn sounds, the spectator HUD, name tags, and team select.
What is not wrong. We checked all 5,399 places where the Quest copies a piece of the PC code and confirmed each one copies the right piece. No device log from 9 or 10 October shows the Quest running out of script threads, failing to find a script class, or faulting in copied PC code.
Logs. One crash came from the scripts: the DOT FIELD grenade crash a tester hit on 9 October; a fix is on the way. One flood of errors shows up only on the Quest: the payload cart's screen can't find its display element, about 51,000 times in one match. It is assigned to the payload screen fix.
Added tonight. Three more fixes passed review on 10 October and go into the next test build; each was first read on a headset test. The loadout manager and team select scripts now run the parts a client runs on PC. The heal barrier now has its PC colours and its hit handling (a barrier panel's shield dropped from 180 to 14 on a hit, as intended). The scoreboard headers show the PC's team colours instead of plain white.
Next. Every item on the fix list has an owner. The counting tool fix came first, so the numbers on this page are now the corrected ones.
By area
| Area | Scripts | Rebuilt | Reviewed | Steps real (current build) |
|---|---|---|---|---|
| Maps | 6 | 6 | 5 | 338 / 410 · 82% |
| Match flow and round start | 9 | 8 | 8 | 1206 / 1338 · 90% |
| Guns | 27 | 27 | 17 | 5117 / 5533 · 92% |
| Terminals and text | 14 | 14 | 13 | 1156 / 1204 · 96% |
| Orb and spawn | 4 | 4 | 3 | 289 / 438 · 66% |
| Launch tubes | 2 | 2 | 2 | 229 / 229 · 100% |
| HUD and scoreboard | 18 | 17 | 16 | 2019 / 2216 · 91% |
| Audio | 8 | 8 | 8 | 200 / 205 · 98% |
| Visual effects | 12 | 12 | 12 | 798 / 917 · 87% |
All 100 scripts
Short ID, what it does (where known), and how much of it runs on the Quest. Placeholders do nothing yet; under them, how many steps the rebuild tool already makes real for the next builds.
| ID | What | Status | Steps real |
|---|---|---|---|
| 03f14657 | Combat level logic (spectator side) | rebuilt | 25 / 25 100% vs PC: 28 on Quest, 0 to port, 0 server only, 4 dead on PC |
| 3af8a0b8 | Level settings swap | rebuilt | 2 / 3 67% vs PC: 2 on Quest, 0 to port, 0 server only, 1 dead on PC |
| 7c461983 | Combustion map script | rebuilt | 13 / 13 100% vs PC: 22 on Quest, 0 to port, 0 server only, 1 dead on PC |
| e9a57ec0 | Surge map script (loads its parts) | rebuilt | 198 / 252 79% vs PC: 134 on Quest, 25 to port, 16 server only, 63 dead on PC |
| e9a57ec3 | Dyson map loader | rebuilt | 13 / 13 100% vs PC: 22 on Quest, 0 to port, 0 server only, 1 dead on PC |
| ec45140b | Fission map loader (sections, checkpoints) | rebuilt | 87 / 104 84% vs PC: 75 on Quest, 14 to port, 1 server only, 15 dead on PC |
| 45e8df51 | Payload match rules | rebuilt | 257 / 265 97% vs PC: 161 on Quest, 5 to port, 0 server only, 150 dead on PC |
| 6fa8cc9c | Match flow (pre-match, round start, main loop) | rebuilt | 268 / 329 81% vs PC: 111 on Quest, 11 to port, 65 server only, 31 dead on PC |
| adf5c8a9 #1 | Payload cart rules | rebuilt | 224 / 246 91% vs PC: 255 on Quest, 14 to port, 0 server only, 14 dead on PC |
| b7d10bcf | Capture point rules | rebuilt | 246 / 254 97% vs PC: 207 on Quest, 10 to port, 0 server only, 40 dead on PC |
| cc091b46 | Fission and Surge objective logic | rebuilt | 87 / 87 100% vs PC: 60 on Quest, 0 to port, 0 server only, 15 dead on PC |
| cdfb3188 | Capture point zones (claiming and capture progress) | rebuilt | 80 / 103 78% vs PC: 55 on Quest, 23 to port, 0 server only, 18 dead on PC |
| e6ae32d4 | Payload map marker (likely) | rebuilt | 2 / 4 50% vs PC: 0 on Quest, 0 to port, 0 server only, 4 dead on PC |
| ee180570 | Spawn shields (the doors into the map) | rebuilt | 42 / 47 89% vs PC: 48 on Quest, 5 to port, 0 server only, 4 dead on PC |
| 92c0ff5a | Checkpoint marker (likely) | placeholder | 0 / 3 0% tool: 0 / 3 |
| 190ed14f #1 | Grenade: detonator | rebuilt | 48 / 56 86% vs PC: 50 on Quest, 8 to port, 0 server only, 6 dead on PC |
| 190ed14f #2 | Grenade: shared core | rebuilt | 149 / 155 96% vs PC: 163 on Quest, 5 to port, 0 server only, 23 dead on PC |
| 190ed14f #3 | Grenade: stun | rebuilt | 102 / 107 95% vs PC: 99 on Quest, 5 to port, 0 server only, 10 dead on PC |
| 221a0a3a | Auto-target | rebuilt | 33 / 33 100% vs PC: 33 on Quest, 0 to port, 0 server only, 7 dead on PC |
| 31791321 | Loadout manager | rebuilt | 29 / 34 85% vs PC: 30 on Quest, 6 to port, 0 server only, 8 dead on PC |
| 3a678375 | Grenade remote trigger | rebuilt | 39 / 39 100% vs PC: 45 on Quest, 0 to port, 0 server only, 6 dead on PC |
| 54cd6d57 | Bullet | rebuilt | 52 / 64 81% vs PC: 5 on Quest, 0 to port, 0 server only, 79 dead on PC |
| 61f2da3c | Bullet | rebuilt | 52 / 64 81% vs PC: 5 on Quest, 0 to port, 0 server only, 79 dead on PC |
| 6dae6194 | Gun (name not matched yet) | rebuilt | 466 / 495 94% vs PC: 487 on Quest, 15 to port, 0 server only, 94 dead on PC |
| 6dae7e9a | Gun (name not matched yet) | rebuilt | 460 / 483 95% vs PC: 483 on Quest, 9 to port, 0 server only, 94 dead on PC |
| 9398a165 | Grenade magazine | rebuilt | 25 / 25 100% vs PC: 25 on Quest, 0 to port, 0 server only, 5 dead on PC |
| 97d0806e #1 | Grenade: lingering damage (likely) | rebuilt | 105 / 107 98% vs PC: 95 on Quest, 0 to port, 0 server only, 28 dead on PC |
| 97d0806e #2 | Grenade: arc mine | rebuilt | 298 / 309 96% vs PC: 318 on Quest, 11 to port, 0 server only, 30 dead on PC |
| 99096f90 | Bullet | rebuilt | 79 / 80 99% vs PC: 14 on Quest, 0 to port, 0 server only, 90 dead on PC |
| 9909709e | Explosive shot (gun not matched yet) | rebuilt | 22 / 22 100% vs PC: 24 on Quest, 0 to port, 0 server only, 3 dead on PC |
| 9ef94a60 | Gun (name not matched yet) | rebuilt | 459 / 496 93% vs PC: 496 on Quest, 9 to port, 0 server only, 95 dead on PC |
| a9db8988 | Gun (name not matched yet) | rebuilt | 556 / 599 93% vs PC: 583 on Quest, 15 to port, 0 server only, 112 dead on PC |
| a9db8989 | Gun (name not matched yet) | rebuilt | 481 / 517 93% vs PC: 506 on Quest, 10 to port, 0 server only, 105 dead on PC |
| a9db8998 | Gun (name not matched yet) | rebuilt | 466 / 498 94% vs PC: 499 on Quest, 8 to port, 0 server only, 95 dead on PC |
| ac4e9374 | Barrier shield | rebuilt | 61 / 61 100% vs PC: 60 on Quest, 5 to port, 0 server only, 6 dead on PC |
| afd4f843 | Bullet | rebuilt | 52 / 64 81% vs PC: 5 on Quest, 0 to port, 0 server only, 79 dead on PC |
| afd4f852 | Bullet | rebuilt | 52 / 64 81% vs PC: 5 on Quest, 0 to port, 0 server only, 79 dead on PC |
| afd4f853 | Bullet | rebuilt | 11 / 11 100% vs PC: 12 on Quest, 0 to port, 0 server only, 3 dead on PC |
| cad33e1b | Grenade: burst | rebuilt | 48 / 51 94% vs PC: 47 on Quest, 3 to port, 0 server only, 9 dead on PC |
| cff4557b | Gun (name not matched yet) | rebuilt | 456 / 495 92% vs PC: 495 on Quest, 8 to port, 0 server only, 95 dead on PC |
| cff74a69 | Gun (name not matched yet) | rebuilt | 473 / 507 93% vs PC: 506 on Quest, 9 to port, 0 server only, 98 dead on PC |
| fb4b399d | Heal barrier | rebuilt | 43 / 97 44% vs PC: 99 on Quest, 7 to port, 0 server only, 10 dead on PC |
| 495b7362 | Combat wing screens, second part (likely) | rebuilt | 64 / 64 100% vs PC: 38 on Quest, 0 to port, 0 server only, 38 dead on PC |
| 53da8033 | Combat wing screens | rebuilt | 79 / 84 94% vs PC: 89 on Quest, 3 to port, 0 server only, 7 dead on PC |
| 69503a23 | Team select | rebuilt | 46 / 54 85% vs PC: 48 on Quest, 2 to port, 0 server only, 9 dead on PC |
| 6f6afc66 | Lobby combat wing logic | rebuilt | 94 / 94 100% vs PC: 121 on Quest, 0 to port, 0 server only, 3 dead on PC |
| 85ff96ad | Terminal buttons | rebuilt | 199 / 207 96% vs PC: 228 on Quest, 4 to port, 0 server only, 26 dead on PC |
| b6690eae | Equipment station (frame) | rebuilt | 24 / 24 100% vs PC: 18 on Quest, 0 to port, 0 server only, 10 dead on PC |
| bcc40b4c | Terminal buttons | rebuilt | 32 / 32 100% vs PC: 39 on Quest, 0 to port, 0 server only, 14 dead on PC |
| d15781bb | Team select | rebuilt | 14 / 21 67% vs PC: 12 on Quest, 0 to port, 1 server only, 0 dead on PC |
| d4653fc2 | Match-rules (READY) screen | rebuilt | 302 / 302 100% vs PC: 332 on Quest, 0 to port, 0 server only, 68 dead on PC |
| d56c95e9 | Terminal buttons | rebuilt | 190 / 207 92% vs PC: 230 on Quest, 5 to port, 0 server only, 35 dead on PC |
| d61ee2a3 | Lobby weapons-free and cease-fire calls | rebuilt | 12 / 12 100% vs PC: 19 on Quest, 0 to port, 0 server only, 2 dead on PC |
| e0fdfda9 | Equipment station | rebuilt | 95 / 95 100% vs PC: 114 on Quest, 0 to port, 0 server only, 18 dead on PC |
| eabd80e0 | Wing attack-data screen | rebuilt | 1 / 2 50% vs PC: 0 on Quest, 1 to port, 0 server only, 1 dead on PC |
| ebcd37a7 | Fission event button (unconfirmed) | rebuilt | 4 / 6 67% vs PC: 5 on Quest, 0 to port, 0 server only, 1 dead on PC |
| 3d03502d | Spawn helper | rebuilt | 13 / 13 100% vs PC: 21 on Quest, 0 to port, 0 server only, 0 dead on PC |
| 4ddac101 | Spawn | rebuilt | 60 / 79 76% vs PC: 84 on Quest, 10 to port, 0 server only, 20 dead on PC |
| 885ec987 | PRESS READY pad | rebuilt | 21 / 29 72% vs PC: 11 on Quest, 11 to port, 0 server only, 15 dead on PC |
| e5733295 | Orb and spawn exit | rebuilt | 195 / 317 62% vs PC: 169 on Quest, 121 to port, 0 server only, 87 dead on PC |
| 039b5a24 | Wing launch-tube lights | rebuilt | 57 / 57 100% vs PC: 62 on Quest, 0 to port, 0 server only, 3 dead on PC |
| e917a138 | Launch tubes | rebuilt | 172 / 172 100% vs PC: 207 on Quest, 0 to port, 0 server only, 4 dead on PC |
| 027e0002 | Payload progress marker | rebuilt | 32 / 32 100% vs PC: 32 on Quest, 0 to port, 0 server only, 18 dead on PC |
| 0f8e15af | Scoreboard board | rebuilt | 137 / 137 100% vs PC: 154 on Quest, 0 to port, 0 server only, 8 dead on PC |
| 10a27372 | Player name tags | rebuilt | 36 / 76 47% vs PC: 27 on Quest, 29 to port, 0 server only, 34 dead on PC |
| 1801bc5b | Spectator loadout and roster tiles | rebuilt | 195 / 195 100% vs PC: 238 on Quest, 0 to port, 0 server only, 3 dead on PC |
| 19b82cf8 | Combat markers | rebuilt | 145 / 145 100% vs PC: 107 on Quest, 46 to port, 0 server only, 10 dead on PC |
| 253eb047 | Spectator match HUD (scores, clock, objective) | rebuilt | 421 / 464 91% vs PC: 505 on Quest, 11 to port, 0 server only, 22 dead on PC |
| 29724c5a | Combat HUD element | rebuilt | 56 / 56 100% vs PC: 76 on Quest, 0 to port, 0 server only, 5 dead on PC |
| 2fc9bd81 | Spectator loadout panel | rebuilt | 278 / 281 99% vs PC: 349 on Quest, 3 to port, 0 server only, 4 dead on PC |
| 4e083825 | Payload progress display | rebuilt | 24 / 24 100% vs PC: 28 on Quest, 0 to port, 0 server only, 0 dead on PC |
| 8cad334a | End-of-match player banners | rebuilt | 132 / 132 100% vs PC: 138 on Quest, 0 to port, 0 server only, 2 dead on PC |
| 92421ef7 | Capture point charge bars | rebuilt | 20 / 20 100% vs PC: 28 on Quest, 0 to port, 0 server only, 2 dead on PC |
| b286e82b | Capture point display | rebuilt | 134 / 150 89% vs PC: 155 on Quest, 15 to port, 0 server only, 11 dead on PC |
| d54ba841 | Surge door countdown | rebuilt | 37 / 37 100% vs PC: 44 on Quest, 1 to port, 0 server only, 4 dead on PC |
| d7c272ba | Spectator view | rebuilt | 47 / 47 100% vs PC: 44 on Quest, 0 to port, 0 server only, 10 dead on PC |
| d7c76b8b | Spectator minimap | rebuilt | 85 / 91 93% vs PC: 72 on Quest, 5 to port, 0 server only, 22 dead on PC |
| d9593515 | Kill feed | rebuilt | 114 / 114 100% vs PC: 120 on Quest, 0 to port, 0 server only, 2 dead on PC |
| db94b293 | Fission and Surge HUD element | rebuilt | 126 / 135 93% vs PC: 147 on Quest, 0 to port, 0 server only, 12 dead on PC |
| 6c270d3b | Combat HUD element | placeholder | 0 / 80 0% tool: 29 / 80 |
| 1348b672 | Music for Dyson and Combustion | rebuilt | 22 / 22 100% vs PC: 41 on Quest, 0 to port, 0 server only, 16 dead on PC |
| 2d08ef44 | Lobby combat wing sounds | rebuilt | 2 / 2 100% vs PC: 0 on Quest, 0 to port, 0 server only, 12 dead on PC |
| 49ccf7be | Combat map sounds | rebuilt | 4 / 6 67% vs PC: 6 on Quest, 0 to port, 0 server only, 4 dead on PC |
| 526ae906 | Match countdown voice and sounds | rebuilt | 120 / 121 99% vs PC: 204 on Quest, 0 to port, 0 server only, 2 dead on PC |
| 793ea474 | Payload music (Fission and Surge) | rebuilt | 26 / 26 100% vs PC: 49 on Quest, 0 to port, 0 server only, 1 dead on PC |
| 7c10e713 | Announcer voice lines | rebuilt | 19 / 20 95% vs PC: 40 on Quest, 0 to port, 0 server only, 0 dead on PC |
| 8b654802 | Surge sounds | rebuilt | 7 / 8 88% vs PC: 10 on Quest, 1 to port, 0 server only, 0 dead on PC |
| dd3c7a5c | Scoreboard sounds (likely) | rebuilt | - vs PC: 0 on Quest, 0 to port, 0 server only, 8 dead on PC |
| 1f7867ac | Combustion and Dyson effect | rebuilt | 26 / 42 62% vs PC: 38 on Quest, 23 to port, 0 server only, 3 dead on PC |
| 4f1b2a7e | Fission progress effects | rebuilt | 308 / 364 85% vs PC: 387 on Quest, 9 to port, 0 server only, 8 dead on PC |
| 546ab1df | Dyson win glow | rebuilt | 23 / 23 100% vs PC: 31 on Quest, 0 to port, 0 server only, 0 dead on PC |
| 7d36dd07 | Combustion effect | rebuilt | 12 / 19 63% vs PC: 0 on Quest, 0 to port, 0 server only, 21 dead on PC |
| 8a2739f7 | Combustion and Dyson effect | rebuilt | 9 / 10 90% vs PC: 0 on Quest, 0 to port, 0 server only, 16 dead on PC |
| 96b14a7d | Objective marker look | rebuilt | 40 / 40 100% vs PC: 46 on Quest, 1 to port, 0 server only, 9 dead on PC |
| 980d8e1b | Combustion map effects (likely) | rebuilt | 23 / 23 100% vs PC: 29 on Quest, 0 to port, 0 server only, 0 dead on PC |
| ac999400 | Surge effect | rebuilt | 11 / 11 100% vs PC: 10 on Quest, 3 to port, 0 server only, 0 dead on PC |
| adf5c8a9 #2 | Payload flamingo effects (fire breath, vents) | rebuilt | 191 / 193 99% vs PC: 170 on Quest, 30 to port, 0 server only, 34 dead on PC |
| d33ecb0e | Ship diamond glow and sparklers | rebuilt | 82 / 112 73% vs PC: 55 on Quest, 11 to port, 0 server only, 70 dead on PC |
| d6e346e2 | Crate glow | rebuilt | 40 / 40 100% vs PC: 37 on Quest, 2 to port, 0 server only, 19 dead on PC |
| db83d326 | Surge effect | rebuilt | 33 / 40 82% vs PC: 35 on Quest, 9 to port, 0 server only, 1 dead on PC |
PC effects port
The Quest 3 has no particle system like the PC's, so the first builds used simple stand-in flashes and sparks. This work runs the PC game's own effect data and shaders on the Quest instead, so muzzle flashes, glows and smoke look the way they do on PC. Here is where it stands.
Working: the PC muzzle flash
The real PC assault-rifle muzzle flash has been drawn on a Quest 3, in the right colour and shape. It is the first effect on the headset that comes from the PC game's own effect data, not a stand-in. The pictures below are from that test.
Not right yet: depth
In that test the flash only showed when it was drawn without the usual hidden-behind-walls check (as in the picture). With the normal check it vanished, so the flash is not final: the depth step is being fixed.
Found and fixed: the lobby crash
A wider set of effects crashed the Quest while the lobby loaded. The map asks for about 3,500 effects at load, and they used up the same memory the game's scripts need. The fix gives the effects their own memory and skips an effect if that memory is full. A new test build with the fix was made tonight; its headset test has not run yet, so the result is still open.
Next
The depth fix, then the glow on the ship models, then the ribbon-style effects (for example the heal beam) and a few mesh effects. After that come seven extra gadget visuals: the red field bubble, the purple-and-gold overcharge look, the drone and its bullets, smoke clouds, the stun field, the teleport effect and new gear icons. Three of those seven reuse effects that already exist.
Quest 3 test shots, same spot: without the effect, then with the PC muzzle flash. The flash is drawn through the wall in the second shot, because depth was switched off for the test.
PC vs Quest 3
The same spot, facing the same way, on the PC version and on the Quest 3. Drag the divider (or use the arrow keys) to compare, or mark what differs on the Spot the difference page. The headset shot is lined up with the PC camera and both are cropped to what the two have in common, with the headset's own HUD cut out; nothing else is changed. Every Quest 3 shot is from the current build. The PC is the look the port is matched against.























































































































































