FlatVR · published
On most laptops the screen is wired to the integrated chip while the headset needs the discrete one, and Windows only lets a program copy a display through the chip that drives it. FlatVR could not capture the screen there at all.
Monitor capture works now: the monitor decides which chip captures, and the frame is carried to the one rendering. Confirmed on a laptop that could never run FlatVR before. Costs about a millisecond a frame; capturing the game's window instead skips it.
AI depth ran on the wrong chip on those machines, so the depth map never arrived and the picture froze on its last frame. No error, nothing in any log. Fixed.
Some depth models never loaded at all - a workaround had been misspelled since the day it was written, and the graphics library ignores settings it does not recognise in silence. Same frozen picture, same silence. If AI depth has ever done nothing on your machine for no visible reason, this is why.
The same frame through each model. White is near, black is far; times are on an RTX 4070 Ti SUPER.
Distill Fastest and Distill Very Fast - cheaper than anything that was there before.
Distill Normal is the new default.
The square models are now named Square Fast, Normal and High.
Distill Ultra is withdrawn: no better than the rungs below it and several times dearer. Anyone using it moves to Distill Quality.
Restore Depth Edges no longer damages the larger models.