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Release 0.3.4

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@Rectus Rectus released this 10 Jun 14:47

Features

  • Added improved render path that reads generated depth maps directly in the pixel shader. This can improve performance significantly and scales better with larger depth maps.
  • Added support for supplying a reversed alpha channel using the XR_EXT_composition_layer_inverted_alpha extension. This enables Unreal Engine 5.6 to support alpha blended passthrough without custom postprocess materials.
    See: https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/2040-openxr-passthrough
  • Added option to use both the application alpha and chroma key masking at the same time.
  • Added slider to scale up the depth map relative to the disparity map.
  • Added depth contour filtering. This is designed to combat gradient artifacts when sampling low resolution depth maps.
  • Added more debug visualization modes and parameters to the menu.
  • Added maximum confidence adjustment for disparity filtering.

Bug fixes

  • Improved rendering in many ways.
  • Added double buffering for settings menu.
  • Fixed depth testing being disabled when writing deferred depth map, leading to occluded areas being drawn over foreground.
  • Fixed depth folding being applied into areas with high confidence instead of areas with low confidence.
  • Many misc. fixes.

Misc

  • Updated OpenXR SDK to 1.1.48.
  • Set the stereo mode to 3D projection on first launch if compatible headset is detected.