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OrbitOverlay 1.9.1
Overlays update at your headset's refresh rate, not the game's
- OrbitOverlay used to update once per game frame. Measured with VRChat on a 90 Hz headset, that was 63-83 times a
second, while SteamVR presented 75-85 frames. Whenever the game dropped a frame, the overlays skipped it too: the
cursor, a panel you were dragging, mirrored video and the watch's animations. - It now runs on its own high-resolution clock at the headset's refresh rate (measured: 90 ticks/s, 0.23 ms spread).
Every frame SteamVR shows, reprojected ones included, gets a fresh overlay, and an update waits about half a frame
on average before it is shown, instead of a whole one. - It no longer pauses for ~35 ms when SteamVR doesn't signal a frame in time.
- With the headset off it ticks slowly, so it doesn't spin for nothing.
- The log's perf line now also shows the game's and the compositor's frame rates. Setting
HeadsetPacing: falsein
config.json brings back the old pacing.