FlatVR · published
Smooth Opening Fill: the seam beside a near object is gone - the gap one eye sees around an edge is now filled without a step or 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, which removed the larger half of the frame-to-frame wobble on night footage.
ReShade picture from the game: the frame now comes from the addon with the depth, so nothing is grabbed off the desktop and the two always match.
ReShade depth edges 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.
Invert Depth Map: for engines that count depth the other way round, where the stereo otherwise comes out inside out.
Restore Depth Edges: each blurred edge pixel is given to the side whose colour it matches, so thin structures come apart instead of smearing together - measured at 30% better edge placement.
Edge Smoothing: the cleanup after it, guided by colour so speckle dissolves inside a surface while silhouettes stay put.
Mesh debug view: your settings drawn as a wireframe standing in space over the picture, red towards you and green behind the screen.
Comfort warning inside it: amber past half your eye distance and magenta past nearly all of it, per surface rather than for the budget as a whole.
Checkerboard Room: a test card with known geometry, so a question about perspective has an answer to be judged against.
Depth Mesh: the picture drawn as geometry instead of shifted pixels, which gives real parallax when you move your head.
Shaded: the same geometry lit without its texture, so you can see what the depth map actually built.
Frozen picture fixed: capture now reports whether it is actually capturing, instead of handing back its last frame forever.
Screen capture recovers itself: a fullscreen switch no longer kills it for the session, and your last picture stays up while it reconnects.
Alt-tab and renderer switches survive: a minimised or rebuilt game window is waited for and picked up again.
A second Start no longer takes the app down: resources from the previous session are released properly.
Faults are reported, not fatal: they show on the desktop panel and in the headset overlay, and clear themselves when the picture returns.
Three sliders in front: Separation, Depth Strength and Screen Depth; everything else folds under Advanced, nothing removed.
Debug View once: it was repeated on three tabs, so one setting looked like three controls.
Native's sliders hide under FlatVR 3D: there they drive nothing at all.
Depth Mesh edge policies do nothing yet: the Cut / Rim / Fill selector is written but does not fire, so trails behind figures are still stretched across; Trail is the default and the only one that behaves.
To try it: right-click the app in your Steam library, Properties → Betas, pick develop.
To return: same place - the default branch for v1.38, or last-stable to go back further. Your settings are kept either way.
Thank you for your feedback and reports - most of v1.39 came straight out of them.