FlatVR · published
Everything from 1.59 and 1.60 is in here too - those went out to the standalone build and never got a post of their own. Cropping black bars no longer stretches the picture. The crop worked only on the flat 2D path; with 3D on - which is how you actually watch a widescreen film - every slider gave you a stretch instead of a cut. The frame is now cropped once, on the way in, so the warp, the mesh, the SBS output and the screen aspect all simply see a smaller picture. Two new sliders. 3D Render Resolution sets how much detail the 3D picture is drawn with - raise it if text looks soft on a high-resolution headset, lower it if the frame rate is short. Interface Scale fixes the tiny GUI text on high-DPI screens and virtual monitors, where Windows display scaling never reached this window. Cinema Lite and Game Lite. Two more performance presets that ask for half as many depth maps a second and give each one twice as long. Nothing about the picture is lowered - the AI model gets bigger. If your card cannot hold a good model at the full rate, this buys depth detail with update rate instead of giving the detail up. The auto-picker also keeps separate model lists for square and widescreen sources now, and switching models mid-session no longer hangs. Glasses that switch their own 3D mode. Reported on Viture, and the same on XREAL: turning the glasses' 3D mode on renumbers every monitor in Windows, and the SBS window stayed on the old rectangle - half the screen, or the laptop panel. It now follows the display, whatever order you switch things on in.
All of these came from your reports. A graphics driver reset (TDR) used to take FlatVR down twice over - once by drawing through the dead device, once inside the very error screen meant to tell you about it; now the session stops cleanly and says the driver reset, press Start. Stopping FlatVR while the deprecated OpenXR Toolkit layer was loaded crashed the next GUI frame. A binding popup in the gestures window could crash on close. And when a crash happened while a report was being written, the second one overwrote the first - reports are now written once, so the original survives. Some crashes kill the app too fast for our reporter to wake up ("it just closes"). The Debug tab now has a button that asks Windows to save a dump for those, and a second one that finds the newest such dump and opens the normal report window on it - one Send, same as any other report. Rolling back: right-click FlatVR in your library -> Properties -> Betas -> last_stable. Settings are kept either way.