FlatVR · published
Edges from the picture, not from the model: The depth map's edges are taken from the image itself instead of from a blur of the model's output, and each depth edge is resolved to one side of itself rather than smeared across it.
Thin things survive: Railings, branches and HUD text stop bleeding into the background, because the depth edge now lands where the picture actually has one.
The picture and its depth come from the same moment: Until now the warp always deformed a different frame than the one the depth was built from. The model needs 10-30 ms, and by the time its answer arrives the next frame has already gone out. On movement that reads as edges crawling and depth trailing the image.
Frame rate is unchanged: The stream is delayed, not thinned. Frames come out in order and at the rate they went in; the whole picture simply runs the depth pipeline's own time behind.
Best for film and slower games: Not for shooters. What it buys in accuracy it pays for in latency, which is why it is a switch and not a default.
Fifteen languages besides English: Labels, buttons, readouts and hover hints throughout the panel. Until now only the desktop window was translated, and everything you actually touch with the headset on was English.
Grab it and put it somewhere: The grip button places it anywhere; the stick pushes it away and pulls it closer. It stays where you leave it.
Reset Overlay Position: Brings it back in front of you if it ends up somewhere you cannot reach, including a button on the desktop window, because a panel hung where you cannot see it is a panel whose own button you cannot press.
Roll back at any time: No reinstall, no lost settings. Right-click the app in your Steam library, open Properties → Betas, and pick the last-stable branch. Steam downloads the older build automatically.
Please tell us what broke: A rollback that goes unreported is a bug that stays in.
Thank you for the reports and feedback. A lot of what is above came straight from the community.