Releases
v5.2.1
5.2.1 Precise Rotation 1.13 bug fixes.
ykeara
released this
11 Jul 17:22
Bug Fixes
Chaperone Losing position ykeara
SVR 1.13 broke Chaperone Positioning, this will fix that.
This is achieved by no longer using adjust chaperone
If you feel like you still need the adjust chaperone
option it is now in settings
Changes to Rotation Counter (effects center marker as well) ykeara
We switched to a new algorithm based on whole turn counts + absolute position
This should eliminate drift entirely. (well more realistically limit to @ max a few degrees)
This means if you are at .5 ccw rotations on reset you will be at .5 cw rotations or 1.2 ccw will be .2 ccw at reset
The zero
point of your turn is now based on how your playspace is situated (should be the forward direction)
The critical point
is at 180 deg from the front
The Counter will fail if turning over 180 deg / 7 frames (this is still ~900 deg/s @ 30 fps)
The Turn Counter may add faulty turns if you invert hmd and pass through critical section (deemed unlikely but if you see this behavior yell at us.)
Obviously we will probably be tweaking this in the future, but curious to see how it's taken.
Misc
Fixes a display issue with settings causing some of the scroll box elements to go over the back button ykeara
Fixes an issue with supersampling not allowing (and forcing) values that have more than 1 Sig digit. (should be 2 now) ykeara
Linux Fixes
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