[Runtime Bug]: FOV changes breaks remix
Describe the bug
In Star Trek Bridge Commander when in a battle the FOV for the view screen changes from the rest of the bridge which breaks raytracing.
How do you reproduce the bug?
Prior to battle
During a battle raytracing is disabled when view screen comes into view it changes the fov, once the view screen is offscreen raytracing resumes.
What is the expected behavior?
The runtime should continue applying raytracing during fov changes.
Version
1.0.0
Logs
No response
Crash dumps
dxwrapper-stbc.log bridge32.log remix-dxvk.log bridge64.log
Media
Pre Battle https://github.com/user-attachments/assets/3077b130-04b7-494b-a16c-6851708bfdda
During battle https://github.com/user-attachments/assets/2922c8df-462a-4418-9288-04ffa6f6af2a
Re-uploaded Battle bridge https://github.com/user-attachments/assets/b1236cfe-91f8-4aa4-9435-872c00e83593
Didn't realize in Dev Settings tab it can show the camera FOV info. Should the Projection handedness match overall handedness?
Bridge Vertical FOV 41.1 view screen not visible.
View Screen FOV 22.6 Using View Model 41.1 this will changes in battle
View Screen Raytracing off fov has a different fov
View Screen FOV 15.3 View Model off
Battle View Screen FOV 22.6 view model on
Battle View Screen Raytracing Off. Same Position and locked onto asteroid.
Update I accidentally disabled a tagged ui texture which fixed the main view screen losing raytracing on the bridge. Downside I lose the floating target and the main menu interface.
UI texture untagged RTX works in battle view but lose the targeting box and distance.
UI texture tagged, breaks RTX but keeps the targeting box + distance
Main menu with the texture tagged as UI element
With the same texture untagged as UI I lose the main menu layout
In game video https://github.com/user-attachments/assets/f677cf1e-371a-4cee-b2fc-8bae716ac182