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0.1.1 Beta

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@StrikeZoneVR-hub StrikeZoneVR-hub released this 14 Sep 11:28

Performance improvements in 1.1

Compatibility / performance is now the default renderer. Beta 1 started with experimental depth stereo, which reconstructed both eyes with two additional full-resolution shader passes every frame. The new default makes one exact copy of the completed gameplay frame to both eyes, reducing GPU work and producing a sharper image on systems that previously reported 30–40 FPS and blur.

Experimental depth stereo is opt-in. It remains available in launcher Options for powerful GPUs and comparison testing, but no longer lowers the out-of-box performance of the public build.

The expensive persistent-object culling scan remains disabled. That scan could cause a severe startup hitch lasting several minutes. The lighter hardware-occlusion correction stays enabled for gameplay visibility.

VDXR gameplay now fails visible. If strict camera/capture matching is not accepted by a particular GPU or driver, the mod switches to a direct full-view OpenXR gameplay submission instead of leaving gameplay visible only on the desktop.

VR-safe graphics remain recommended. This disables motion blur, temporal anti-aliasing and other effects that are expensive or unstable in this VR renderer. Start at 72 Hz and raise headset refresh only after performance is stable.

PF18 fail-visible VDXR handoff: gameplay falls back to a full-view OpenXR projection when strict renderer matching is unavailable; it never uses the menu/loading panel.

Sharp compatibility/performance renderer is now the default, removing the two full-resolution depth reconstruction passes that were enabled by default in Beta 1. Experimental depth stereo remains selectable in the launcher.

Optional PF19 in-headset startup sequence: “StrikeZone Presents” and “Outlast 2 VR” appear through slow, beat-timed comfort fades before normal startup continues. It can be disabled directly on the launch page.