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FlatVRNewsFlatVR - Major Update v1.33 → v1.42
Major update

FlatVR - Major Update v1.33 → v1.42

FlatVR · published 16 Aug 2026, 08:32 UTC

All newsPlayers around this dateRead on Steam


This cumulative update brings everything released between v1.33 and v1.42: a rebuilt depth engine of our own, depth taken straight from games as old as the Direct3D 9 era, a room around the screen, the screen itself in your hands, and a panel that tells you what is wrong instead of going black.


FlatVR 3D - Our Own Depth Engine

  • FlatVR 3D: our own depth projection algorithm, the default since v1.35 - colour-guided edge restoration (30% better edge placement), edge smoothing, and smooth opening fill, so the seam beside a near object is gone: the gap one eye sees around an edge is filled without a step and without a duplicate.

  • The depth stops breathing: the scale is carried between frames instead of being taken from each frame's own brightest and darkest speck - this removed the larger half of the frame-to-frame wobble on dark footage.

  • Experimental Depth Mesh: the picture drawn as geometry instead of shifted pixels, which gives real parallax when you move your head.

Depth From The Game Itself - Direct3D 9 and up

  • Direct3D 9 games now work: plain D3D9 cannot hand a texture to another process at all, so the add-on asks ReShade to create a Direct3D 9Ex device instead, which can. That opens the whole D3D9 era.

  • 32-bit games are supported: ReShade only loads the add-on matching its own bitness, and older games are the ones still built 32-bit - precisely the ones this is for. Both versions ship, and the Setup Helper copies both.

  • Depth Brightness and Depth Curve: the curve a game's depth was bent by used to be one number baked into a shader, the same for every game ever made. It is now two sliders with a graph under them. Games of the D3D9 era count depth the opposite way round from modern ones, so turn on Invert Depth Map first - only then do the sliders mean anything. Old games generally want a curve above 1, modern ones the default 0.2.

  • The frame comes from the add-on: the picture now arrives together with the depth, so nothing is grabbed off the desktop and the two always match.

  • Depth edges taken from the picture: a game's depth buffer has no anti-aliasing, so the colour frame places the edge - about a quarter less flicker on thin rails.

  • ReShade is no longer bundled with us: the app finds and launches your own copy instead, and survives ReShade versions that change underneath it.

Ambient Light, And A Background To Choose

  • Ambient Light: a new way for the screen to light the room, and the default now. The old Ambient Rays pulled the frame's edge outwards into streaks; Ambient Light spreads the whole frame across the smear instead, so its far end is the part blurred the most. A soft wash rather than streaks. Rays are kept for anyone who prefers them.
  • The glow dissolves instead of stopping: it used to dim to 45% and hold there, which left a visible edge exactly where it ended. It now fades out to nothing.
  • The glow is a switch of its own: the background list picks what fills the room, this picks whether the screen lights it. Off leaves a dark room dark and a panorama untouched.
  • A background you choose: one list of three - pick one, key it out, or have none at all - with a background that ships with the app.

Seeing What You Set, And What Is Wrong

  • Mesh debug view: your settings drawn as a wireframe standing in space over the picture - red towards you, green behind the screen - with comfort warnings per surface rather than for the budget as a whole.

  • Test card and checkerboard room: known geometry, so a question about perspective has an answer to be judged against.

  • Separation in millimetres, quoted against your own measured eye distance, plus contour and wash overlays and a centre distance probe.

  • The panel names the problem: a game whose graphics API cannot share a texture at all is named as such, with a pointer to FlatVR's own depth estimation - there is nothing to fix in ReShade for those. An add-on running with no depth buffer chosen is a different message, and that one is fixed in ReShade's own window.

  • DEPTH MAP NOT FOUND across the bottom of the picture, and the same diagnosis in the headset as on the desktop - the times that answer is needed are the times there is no reason to put the headset on.

Language

  • The text that only lived in the code is now translated - 58 more strings, including the in-headset panel and the diagnostics above.

  • THIRD-PARTY-NOTICES.txt now ships next to the application.

Stability & Fixes

  • A frozen picture is detected instead of being served forever: capture now reports whether it is actually capturing.

  • Screen capture recovers itself after a fullscreen switch or alt-tab, and your last picture stays up while it reconnects.

  • A second Start no longer takes the app down.

  • Faults are reported on the desktop panel and in the headset overlay, and clear themselves when the picture returns.

  • A picture arriving perfectly well from a D3D9 game reported itself as an add-on too old to send one.

  • FlatVR could crash on exit after a session with a D3D9 game.

  • The add-on retried a texture it could never create on every frame, growing ReShade's log by two lines a frame on any game it cannot serve. It now says why once and stops.

  • Uninstalling the add-on left the other bitness behind.

  • A panorama was sRGB-encoded twice, so it blew out and banded.

  • The room turned with your head, and the panel was drawn on top of it.

  • The mouse the overlay took hold of, and a click in the console window that could stop the picture until restart.


Rolling Back

  • Right-click FlatVR in your Steam library → Properties → Betas.

  • Pick last-stable to go back to the previous release at any time. Your settings are kept either way.


Thank you for the reports and the feedback - a large part of this update came straight out of them.

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