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Releases: DienerTech/vectorxr

VectorXR v0.16.2

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@github-actions github-actions released this 19 Aug 05:04
Immutable release. Only release title and notes can be modified.
34dc3c2

Smoother Turbo and More Reliable Pivot

Makes Turbo more dependable in DCS, keeps Pivot movement stable in complex rendering situations, improves Quadviews diagnostics and controller reconnects, and adds a headset test utility for validating future fixes.

Changes

  • Smoother Turbo
    • Fixes a rare freeze that could occur when a game began preparing its next frame unusually early.
    • Keeps timing consistent when games request extra frame updates and recovers safely when a frame cannot be submitted.
    • Adds broader automated testing for Turbo startup, steady play, failure recovery, and compatibility fallbacks.
  • More reliable Pivot movement
    • Keeps the same Pivot adjustment throughout each displayed frame, even when a game checks headset tracking more than once.
    • Corrects Pivot in games that prepare tracking and the final image through different rendering paths, preventing movement from being applied from the wrong point of reference.
    • Handles unusual rendering layouts more cautiously, preferring an unchanged view over a potentially incorrect Pivot adjustment.
  • Clearer Quadviews diagnostics and controller recovery
    • Keeps Quadviews focus and gaze guides aligned with the image actually being displayed, even when a game prepares frames ahead of time.
    • Slows repeated checks for unavailable HOTAS and joystick devices instead of retrying every frame, while allowing their bindings to recover automatically when the device returns.
    • Condenses repeated input failures into concise reconnect updates instead of flooding the log.
  • A new headset test utility
    • Adds an optional visual test app that exercises Pivot and Turbo directly on a real headset without requiring a particular sim, aircraft, or mission.
    • Includes several Pivot movement scenarios and a Turbo stress test designed to expose timing problems that are difficult to reproduce during normal play.
    • Creates a repeatable way to confirm changes across different headsets and headset software, helping future fixes arrive with stronger real-hardware validation.

VectorXR v0.16.1

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@mdiener87 mdiener87 released this 12 Aug 04:17
Immutable release. Only release title and notes can be modified.
7478699

Signed Windows Releases

Adds verified DienerTech code signatures to VectorXR's Windows application, OpenXR layer, and installer.

Changes

  • Verified Windows publisher
    • Signs the VectorXR configuration application and OpenXR API layer DLL as DienerTech LLC using Azure Artifact Signing.
    • Signs the final NSIS installer after it contains the signed application and layer payload.
    • Applies RFC 3161 timestamps so Windows can continue validating each signature after its short-lived signing certificate rotates.
  • Protected release pipeline
    • Uses passwordless GitHub workload identity federation, keeping private signing keys and reusable Azure credentials out of the repository.
    • Restricts signing authority to the VectorXR certificate profile and release environment.
    • Verifies every Authenticode signature before generating checksums or publishing release assets, and rejects release tags outside the master branch history.

VectorXR v0.16.0

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@github-actions github-actions released this 07 Aug 07:12
cfa477d

Snap Views, Nudges, and Quadviews Diagnostics

Adds accessible Pivot view modes and reusable controls, a guided Quadviews diagnostic overlay, faster binding workflows, polished configuration pages, and safer upgrades.

Changes

  • Pivot Snap Views
    • Adds a profile-level choice between Enhanced Motion and Snap Views, so each application can use natural motion amplification or binding-selected fixed poses.
    • Introduces unlimited named Snap Views with yaw, pitch, smooth transitions, optional origin-relative position offsets, and independent Hold or Toggle bindings.
    • Includes a four-view preset for Look Left, Look Right, High 12, and Check Six while preserving 1:1 natural head tracking around every selected pose.
  • Reusable Nudge Sets
    • Adds reusable yaw and pitch Nudge Sets with configurable step sizes, transition time, directional bindings, and a Center Nudge Offset action.
    • Lets profiles share one Nudge Set or copy it for independent controls, with an explicit option to keep nudges available while Pivot is inactive.
    • Hardens Pivot pose caching and view-return transitions to prevent bounce and keep Snap Views, nudges, and Enhanced Motion composed predictably.
  • Quadviews diagnostic overlay
    • Adds an in-headset visualization for peripheral and focus regions, blend boundaries, head center, configured offset, raw gaze, filtered gaze, and tracking availability.
    • Adds live Show or Hide control from the Quadviews page during an active synthesized D3D11 session, plus an optional in-headset toggle binding.
    • Includes an interactive overlay guide that maps visible symptoms to focus, tracking, smoothing, deadzone, and transition settings.
  • Binding and interface improvements
    • Makes joystick discovery less disruptive by sharing scans, pausing discovery during capture, and listening only to the selected device.
    • Adds manual button and HAT-direction assignment alongside targeted input capture.
    • Refines Pivot profile cards, subpages, summaries, controls, dropdowns, and dark-mode styling for the expanded configuration workflow.
  • Compatibility, fixes, and safer upgrades
    • Preserves existing 0.15 and 0.15.1 profiles, bindings, module settings, and unknown configuration fields while adding the new 0.16 defaults.
    • Creates a one-time backup of the pre-0.16 settings document before the first save or reset, so the previous configuration remains recoverable.
    • Corrects the generated configuration schema for new Pivot and binding fields and expands migration, schema, runtime relay, and Pivot behavior coverage.

VectorXR v0.15.1

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@github-actions github-actions released this 04 Aug 05:59
d5c69f3

Eye Tracking Compatibility Fix

Fixes OpenXR action-set attachment handling that could leave Quadviews eye tracking inactive in DCS.

Changes

  • Eye tracking compatibility
    • Restores Quadviews eye tracking when DCS is used with additional OpenXR API layers, including hand-tracked cockpit controls.

VectorXR v0.15.0

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@github-actions github-actions released this 31 Jul 01:16
6be0c21

Pivot Controls and Stepped Motion

Pivot gains flexible multi-binding activation and independent stepped-motion tuning, while Quadviews receives safer session behavior and clearer setup guidance.

Changes

  • Flexible Pivot controls
    • Assign multiple keyboard, joystick, or HOTAS inputs to Pivot activation, Set Origin, and Release Origin without duplicating profiles.
    • Choose Toggle or Hold behavior per activation binding. Always On profiles can use those same bindings to suspend and resume Pivot while keeping automatic engagement as the baseline.
    • Moves Set Origin and Release Origin into a dedicated Origin Controls workflow with clearer summaries and binding-conflict guidance.
    • Migrates existing Pivot activation and origin bindings to the new model while preserving their previous runtime behavior.
  • Stepped Motion Assist
    • Separates Stepped yaw and pitch tuning, with independent deadzone, trigger, amount, hysteresis, and maximum-extra controls.
    • Extends Advanced Axes to Stepped mode so yaw left, yaw right, pitch up, and pitch down can each use their own response.
    • Replaces stepped smoothing with explicit Instant and Glide transitions. Glide uses a bounded duration, continues smoothly when another step is triggered, and settles without overshoot.
    • Preserves legacy stepped settings through migration and keeps Continuous and Stepped directional tuning independent.
  • Safer Quadviews changes
    • Defers Quadviews enable or disable changes until the active OpenXR application exits, avoiding mid-session compositor startup and teardown.
    • Marks settings that need a game restart for their complete effect and distinguishes them from controls that update live.
    • Clarifies the supported quad-view workflow, recommended DCS setup, provider conflicts, focus and peripheral resolution, and the experimental compatibility scope.
  • Clearer configuration feedback
    • Warns when an enabled custom profile has no assigned applications and therefore cannot activate.
    • Improves Pivot summaries, advanced tuning layouts, Depth guidance, Quadviews labels, and the usage documentation and screenshots.
  • Runtime diagnostics and compatibility
    • Adds stage-specific DirectInput diagnostics for device creation, acquisition, polling, and state-read failures, including retry results.
    • Hardens runtime capability detection when a lower OpenXR layer returns an incomplete or structurally unreliable extension list.
    • Expands automated coverage for configuration migration, multi-binding activation, stepped glide behavior, runtime capability policy, and Quadviews session activation.

VectorXR v0.14.0

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@github-actions github-actions released this 22 Jul 05:45

Introducing Depth Lock

Depth Lock gives you direct control over how virtual-world geometry is rendered and submitted, pairing tuned stereo depth and convergence with headset-native OpenXR geometry through a new visual workflow.

Changes

  • Introducing Depth Lock
    • Depth Lock formalizes render/submission geometry pairing as a first-class VectorXR feature: tune the virtual world's stereo geometry, then submit with the headset-native eye poses and field of view.
    • The new live Depth Pairing Map makes that relationship visible, showing how Stereo Depth and Convergence combine across all four nearer/farther and flatter/stronger outcomes.
    • Configure Depth Lock per application and control it in-headset with a dedicated binding and activation/deactivation sounds.
  • A clearer Depth workflow
    • Rebuilds the Depth interface around World Scale, Stereo Depth, and the Convergence Plane, with directional labels, net-effect guidance, override warnings, and a guided tuning sequence.
    • Uses comfort-oriented +/-25% Stereo Depth and +/-5 Convergence ranges by default, with explicit extended-range controls for +/-100% and +/-25.
    • Preserves matching decimal precision across Stereo Depth and Convergence controls.
  • Layered OpenXR compatibility
    • Tracks tuned render geometry separately for each projection layer's reference space, view configuration, and view count so Depth Lock restores the correct native geometry in layered OpenXR applications.
    • Preserves unrelated composition layers while reporting the exact layer topology VectorXR forwards downstream.
  • Quadviews efficiency
    • Reduces synthesized D3D11 Quadviews memory pressure by rendering directly into compatible runtime output textures, while retaining the private-target copy path as a compatibility fallback.
    • Adds detailed logging for direct and fallback render paths, output targets, and estimated compositor resource footprints.
  • OpenXR layer manager
    • Adds row-level removal of stale API-layer registrations with an explicit confirmation step and an immediate post-removal refresh.
    • Caches Windows signature inspection until a layer DLL changes, making repeated layer-list refreshes faster.
    • Keeps enable, disable, reorder, and removal results synchronized with the visible registry snapshot.
  • Input binding
    • Adds joystick HAT/POV directions as bindable inputs alongside buttons, with cardinal and diagonal positions.
    • Makes binding capture timed and cancellable, including a reliable Escape path that does not become the captured binding.
    • Adds conflict guidance for the new Depth Lock binding alongside existing module controls.
  • Interoperability and DirectX diagnostics
    • Captures a startup interoperability snapshot of loaded DirectX, graphics, OpenXR, and companion-layer modules plus known companion VR processes such as ReShade, DesktopXR, and SimHaptic.
    • Adds bounded composition-topology and downstream xrEndFrame failure logging to make multi-layer submission problems visible without flooding session logs.
    • Expands debug frame-pacing diagnostics with submitted display-time deltas and clearer pre-runtime xrEndFrame timing.

VectorXR v0.13.7

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@github-actions github-actions released this 20 Jul 07:01
00c6b3c

Depth tuning and diagnostics

Improves Depth tuning and diagnostics for games that manage their own IPD.

Changes

  • Adds 0.1-step Convergence adjustments.
  • Warns when in-game Force IPD or stereo settings can override Stereo Boost.
  • Adds concise runtime geometry logging for troubleshooting Depth behavior.

VectorXR v0.13.6

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@github-actions github-actions released this 19 Jul 06:49

Pivot & Recovery Reliability

Fixes Pivot pose handling and Virtual Desktop Quadviews recovery, with safer and more flexible bindings.

Changes

  • Fixed Pivot origin capture and pose routing when applications issue VIEW-relative xrLocateViews calls.
  • Made Virtual Desktop Quadviews recovery wait for continuously stable eye tracking before rebuilding compositor targets.
  • Added Numpad 0-9 support for keyboard bindings.
  • Added non-blocking warnings when Pivot activation, Set Origin, or Release Origin share an input, including Toggle mode.

VectorXR v0.13.5 - Eye-Tracking Runtime Compatibility

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@github-actions github-actions released this 18 Jul 02:15
ca8369b

Eye-Tracking Runtime Compatibility

Restores eye-tracked Quadviews on affected Virtual Desktop setups and makes startup capability decisions immediately diagnosable across runtimes.

Changes

  • Fixed eye-tracked Quadviews falling back to fixed foveation when a runtime or API-layer chain cannot complete pre-instance eye-gaze extension enumeration; VectorXR now treats that result as indeterminate, requests XR_EXT_eye_gaze_interaction optimistically, and safely retries without it when rejected.
  • Replaced the binary eye-gaze capability check with one authoritative tri-state extension probe, preserving completed negative results, known SteamVR and PimaxXR false-negative workarounds, and the native Varjo gaze contract.
  • Added an info-level Quadviews eye-gaze startup summary covering probe state and failure detail, extension-request reason, instance create and retry results, final extension state, and selected tracking path.
  • Added regression coverage for present, absent, and indeterminate gaze probes, including the Virtual Desktop failure mode.

VectorXR v0.13.4 - Varjo Fixes & VDXR Diagnostics

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@mdiener87 mdiener87 released this 17 Jul 06:19
86ec690

Summary

Restores gaze-driven native Varjo foveation and adds targeted diagnostics for Virtual Desktop reconnect blur.

Changes

  • Fixed native Varjo Quadviews remaining fixed-center by activating foveated rendering only while the combined-eye orientation is tracked.
  • Added bounded, debug-only compositor resource and pixel diagnostics to identify Virtual Desktop reconnect blur without affecting normal rendering.