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🌀 VRization v0.4.0-alpha · Enhanced first person / 加强第一人称

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@LexZeon LexZeon released this 10 Oct 22:10

🌀 VRization v0.4.0-alpha — release notes / 发布说明

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Windows, Android and iOS applications are 0.4.0, mobile build 8, release v0.4.0-alpha — 2026-10-10 UTC. The reusable Android core AAR is updated. The release page supplies the publication timestamp and verified downloads. The v0.3.4 notes and all historical downloads/checksums remain preserved. Protocol v1 and the eleven-field settings schema 2 remain; enhanced-mode support is negotiated separately.

Fourth mode: Enhanced first person

  • Every eye has a fixed 1:1 physical square. The same 2D desktop texture is resampled into it and given a curved wide-angle appearance by original GPU inverse equidistant sampling on Android GLES and iOS Metal.
  • Existing scale, offsets and mirrored eye spacing remain adjustable. Corner resizing preserves the square; Save/Discard, local committed preferences and connected PC/phone synchronization retain their existing boundaries.
  • The enhanced editor keeps the square and warp visible. Windows uses an approximate mesh over the existing latest frame at up to 10 preview updates/second; phone rendering uses the actual GPU projection. Older Cinema fitting retains its flat preview.
  • Existing FOV 50–110° (default 80°) changes the warp span. Out-of-source samples are black, producing curved/black corners. No new setting field or OpenCV runtime dependency is added. Projection details and tutorial.
  • Full screen, Cinema and ordinary First person retain their existing presentations. Enhanced viewing can work without a rotation sensor; that device cannot drive the gyro mouse. Both first-person modes use the same default-enabled Windows policy, sensitivity/stabilization and latched F8 / PC Resume. Mode changes, Save and reconnect do not clear a pause latch.

Mixed-version negotiation

fps_enhanced is sent only after enhanced support is negotiated. LAN clients opt in with enhancedFirstPerson=1; client hello can send capabilities:["enhanced-first-person"]. Host hello advertises support, and hello/every settings snapshot explicitly confirm the negotiated enhancedFirstPerson boolean. After a legacy USB hello, the new phone waits for a true full snapshot before restoring an enhanced profile. A new host maps enhanced settings to ordinary fps for an old client; a new phone sends fps to an old host while retaining its own enhanced profile/rendering. Schema 2 alone does not grant the new mode. See Protocol.

Provenance, validation and future work

The user reference image informed the style only and is not redistributed. The OpenCV 4.12.0 mathematical reference records authors, exact tag, document/source links and the root Apache/source BSD distinction; no upstream code or binaries are incorporated. VRization's mapping and square-fit implementation are original MIT code.

Completed checks: 334 local Windows tests plus 204 subtests, 22 separate script unit cases, 133 Android unit cases (75 app + 58 core), APK/release AAR builds and canonical Android signature verification. Android instrumentation compiled but was not executed. All four jobs passed in Actions 38088502161. Independent iOS review confirmed 95 Swift core tests, seven genuine native UI cases with zero failures/skips, both SDK builds and 38 enhanced pixel checks, plus 16 older-mode color/orientation and two seam checks; all 15 host checkpoints had zero mouse output. The final Windows EXE passed its source/native/notice audit, and the complete prepublication ZIP passed clean-profile runtime/link checks without SDK variables or capture/input. Optional developer packages stay excluded while original DXGI GPU capture remains. See exact validation and artifact identities.

The real isolated Windows preview editor on ASUS passed enhanced-mode selection, square resizing, inward mirrored contact, Save/reopen and draft Discard. An unmodified saved-editor screenshot illustrates the approximate desktop mesh over an original synthetic grid; no capture, phone, pose or OS mouse output ran in this check.

The unaltered native Metal screenshot shows actual iOS Simulator rendering of the original calibration card. Native simulated USB and LAN checks are software evidence, not physical phone/cable validation.

The user deferred Huawei and PCVR hardware tests to the next chat. Earlier performance and physical results do not establish this mode's GPU output, real-phone frame rate, game feel or latency. iOS source/Simulator outputs are not signed iPhone installers. All existing files and historical releases are retained. A separate SteamVR experimental version is planned, with original direct-phone, phone-as-SteamVR-HMD and already-connected SteamVR-headset entries; none is implemented by this fourth viewing mode. See Roadmap.

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简体中文

Windows、Android 与 iOS 应用 0.4.0、手机构建号 8,发布 v0.4.0-alpha — 2026-10-10 UTC,可复用 Android 核心 AAR 已更新。版本页面 提供发布时间和已校验下载;v0.3.4 说明 与全部历史下载/哈希保留。协议仍 v1,十一字段配置 schema 仍 2,新模式能力单独协商。

第四模式:加强第一人称

  • 每眼固定 1:1 物理正方形,把同一张二维桌面纹理重采样后呈现弯曲广角效果;Android GLES 与 iOS Metal 通过原创 GPU 逆等距采样实现。
  • 仍可调缩放、偏移与镜像眼间距,角点缩放保持正方形;保存/放弃、本地已提交偏好和连接时电脑/手机同步沿用原边界。
  • 加强模式编辑器保留正方形及变形预览;Windows 在已有最新帧上用网格近似,预览最高每秒十次,手机使用实际 GPU 投影。旧大屏幕适配继续使用平面预览。
  • 已有 **视场角 50–110°(默认 80°)**改变变形范围;超出源图的采样为黑色,形成弯曲/黑角。不新增设置字段或 OpenCV 运行依赖,见 投影与教程。
  • 全屏、大屏幕、普通第一人称保留原有显示;加强模式在无旋转传感器时仍可观看,但该设备无法进行陀螺仪鼠标控制。两种第一人称共用 Windows 默认启用策略、灵敏度/防抖及锁定的 F8/电脑恢复;切模式、保存和重连不能解除暂停锁。

混合版本协商

fps_enhanced 仅在新模式能力协商完成后发送。局域网客户端以 enhancedFirstPerson=1 主动启用,也可在 hello 发送 capabilities:["enhanced-first-person"];主机 hello 声明支持,hello/每条设置快照都以 enhancedFirstPerson 布尔值明确确认协商。旧格式 USB hello 后,新手机等待 true 完整快照再恢复加强配置。新版电脑向旧客户端把加强模式映射成普通 fps;新版手机对旧电脑发送 fps,自身仍保留加强配置/渲染。schema 2 本身不授予新模式,见 协议。

来源、验证与后续方向

用户参考图仅用于理解风格,不再发布。OpenCV 4.12.0 数学参考记录 写明作者、准确标签、文档/源码地址及根 Apache/文件 BSD 区别,没有采用上游代码或二进制;VRization 的映射与正方形适配为 MIT 原创实现。

已完成:334 项本地 Windows 及 204 个子测试、22 项独立脚本单元用例、133 项 Android 单元(75 app+58 core)、APK/release AAR 构建与权威 Android 签名校验。Android instrumentation 只编译未执行;Actions 38088502161 四项任务全部通过。iOS 独立审核确认 95 项 Swift 核心、七项真实原生界面零失败/跳过、两种 SDK 构建及 38 项加强像素,另通过 16 项旧模式颜色/方向与两项接缝,15 个主机检查点鼠标输出均为零。最终 Windows EXE 通过源码/原生/通知审计,完整预发布 ZIP 在无 SDK 变量、新配置下通过运行/链接检查,未进行采集/输入;继续排除可选开发包并保留原创 DXGI GPU 采集,准确范围与产物身份见 验证。

ASUS 上实际隔离配置 Windows 预览编辑器通过加强选择、正方形缩放、镜像向内接触、保存/重开及草稿放弃;未经修改的保存后编辑器截图 展示原创合成网格上的电脑近似网格,本次没有采集、手机、姿态或操作系统鼠标输出。

未修改的原生 Metal 截图 展示 iOS 模拟器实际渲染原创校准卡;原生模拟 USB/局域网属于软件证据,不是真实手机/数据线验证。

用户将 华为和 PCVR 真机测试留到下次聊天;旧性能与真机结果不能证明此模式的 GPU 输出、真机帧率、游戏手感或延迟。iOS 源码/模拟器不是签名 iPhone 安装包。全部已有文件与历史发布保留;另行 计划 SteamVR 实验版本,入口分别为原有手机直连、手机作为 SteamVR HMD、已连接的 SteamVR 头显,第四种观看模式不实现这些入口,见 路线。

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