r/GearVR • u/MiiouMika • 4h ago
Smash Hit on Quest Pro, Quest 3 ( Finaly)
Smash Hit VR — Reverse Engineering & Meta Quest Pro Compatibility
I've been working on bringing the original Smash Hit VR, originally designed for Gear VR / Oculus Go, to modern standalone VR headsets.
The game already runs natively on the Quest 1, but moving to newer headsets introduced some serious stereo and projection issues. On the Quest Pro, the image could appear incorrectly aligned between the eyes, with noticeable perspective distortion and a strange image-pivoting effect during head movement.
What I've done so far
1. Reverse-engineering the original APK
- Decompiled the original Android application and inspected its native libraries.
- Investigated the legacy ARMv7 / OpenGL ES rendering path and its interaction with Oculus VrApi.
- Traced the stereo rendering and projection configuration to identify potential sources of incompatibility.
2. Meta Quest Pro compatibility patch
- Fixed the IPD configuration at 61 mm for the initial release (v0.11 with 21 IPD's config)
- Tuned stereo projection parameters, including a stereo factor of 0.0305, to improve horizontal image alignment.
- Added vertical projection correction, retaining a vertical shift value of 0.20.
- Adjusted radial distortion parameters to improve visual stability.
- Kept the original runtime submission path intact, allowing VrApi and the compositor to continue handling headset tracking and final image submission.
3. v0.1 release
The first experimental release targets the Meta Quest Pro and builds upon the original work by Bassquake.
The goal was to improve stereo alignment and reduce visible projection errors without unnecessarily rewriting the original game's rendering pipeline.
4. v0.11 release
Add 21 IPD's configuration
What's next?
The Quest Pro compatibility work established a baseline for further investigation. The next step is to develop a separate Meta Quest 3 configuration, rather than reusing the Quest Pro settings blindly.
I'm investigating unofficial hardware diagrams and optical references to better understand the Quest 3's display orientation and optical geometry. The plan is to keep the existing 61 mm fixed IPD baseline and vertical shift of 0.20 while independently calibrating the Quest 3 projection and distorti
The repository : https://github.com/mawikoeur/SmashHit_VR_Quest3_Pro
(I need Quest 3 users for testing the patch)