VIEWPOINT 0.9.7.2 is here. Optimization, controller sensitivity, and more.
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VIEWPOINT - PATCH NOTES
Version 0.9.7.2 - 5 July 2026
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Performance
Fixed the frosted-glass scene capture (backbuffer copy + downsample + blur chain) running every frame even with no menu on screen, it now runs only on frames where glass UI is actually drawn
Stress system no longer polls the game every frame while using default GTA cameras (full rate only when a VIEWPOINT camera or menu is active, 4 Hz heartbeat otherwise)
Removed all per-frame memory allocations in the UI manager and input binding (eliminates periodic GC stutter)
Menu input snapshot, menu draw calls, and UI parallax/cursor updates are skipped entirely while no menu is open
Event camera triggers (kill cam / AFK / vehicle entry) poll at 10 Hz instead of every frame, trigger behavior unchanged
Controller polling follows Microsoft guidance: a disconnected pad slot is re-probed every 2 seconds instead of every frame (prevents device re-enumeration hitches), hot-plug still detected within ~2 s
Fixed the renderer's "nothing to render" early-out never engaging: the full-screen overlay clears, FXAA pass, two composite passes, and ~60 D3D11 state save/restore calls ran every frame even with nothing drawn
Enhanced edition (D3D12): the per-frame GPU flush + spin-wait + fence wait (a full CPU/GPU pipeline stall) is now skipped on frames with no overlay content
On Legacy (D3D11), the UI overlay/AA/composite pipeline is also skipped on frames that only run PostFX/motion blur with no UI visible
New Features
Dash cam now switches back to your on-foot camera automatically when you leave the vehicle, instead of staying attached to the parked car. Toggle it with the new "Exit to Foot Camera" option in Main Menu > Cameras (on by default). A one-time tip explains it the first time it happens
Added controller look sensitivity: a new CONTROLLER tab under Controls lets gamepad players fine-tune how fast the camera looks and aims, with separate horizontal and vertical sliders for both hip-fire and aiming down sights (four sliders, 10-300%). Keyboard/mouse look is unaffected
Added a Cinematic Driving camera: press R in any vehicle for auto-cycling cinematic shots
The cinematic key (R) is now configurable per camera context: choose what it does on VIEWPOINT cameras (VIEWPOINT Cinematic or Off) and on the GTA default camera (VIEWPOINT Cinematic, GTA Cinematic, or Off). Picking GTA Cinematic restores the vanilla rockstar cinematic camera on the default camera
Bug Fixes
First Person (on foot) and body-mounted cams: A and D now strafe properly sideways while not aiming, side movement no longer drifts diagonally forward. Holding sprint while strafing now actually moves at sprint speed
Fixed the vehicle chase camera jumping forward and up when braking on a controller: the drive-by aim hand-off was mistaking the brake trigger for the aim button (both are the left trigger on a gamepad), so every brake press briefly snapped the view to the default GTA camera and back. Drive-by aiming is unaffected; keyboard/mouse was never affected
Fixed "Auto-Switch on Aim" doing nothing while in the First Person camera on foot (or the Dash Cam in a vehicle). Aiming now switches to your chosen aim camera from every camera, and releasing aim returns you to where you were
Added the cameras that were missing from the aim-camera lists (AIM tab): First Person can now be chosen as an on-foot aim camera, and Legacy Chase and Bodycam as in-vehicle aim cameras
Fixed the dash cam's effects (scanlines and letterbox) not showing up when the dash cam was the first camera you activated after loading in. They now appear consistently no matter which camera you use first
The AFK camera is no longer triggered by pressing R, it now only activates automatically when idle in a stationary vehicle
Fixed stretched menus, camera wheel, cursor and UI overlays on ultrawide and super ultrawide monitors (21:9, 32:9). The interface now renders correctly proportioned in a centered 16:9 zone; full-screen elements like the helmet overlay, bodycam overlay and dash cam letterbox still cover the whole screen, and the aiming reticle stays exactly on the aim point. Standard 16:9 monitors are unaffected
Fixed a rare event-camera aiming glitch when the camera pointed almost
straight up or down
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Thanks for using VIEWPOINT!
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