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RinCast 1.1.0
New in the headset app and the PC streamer: install both. A 1.1.0 headset still works with an
older PC (it falls back to the resolution presets), but the PC's SteamVR driver and streamer
must match, which the installer takes care of.
Not tested on a headset yet: foveated encoding, matching SteamVR's resolution, the menus as
compositor layers, and the Galaxy XR, Quest 1, older-PICO and Steam Frame support.
Added
- A language for the Streamer UI, under General > Language. It follows Windows' language out of
the box, and English, 简体中文, 繁體中文, Deutsch, Español, Français and 日本語 can be picked directly.
The choice is remembered across restarts. New languages only need a dictionary in
pc/streamer/ui/i18n.js. - A language for the headset's menus, under General > Interface > Language, with the same seven
choices. It follows the headset's system language out of the box. The text atlas now also
carries the Chinese and Japanese characters the menus use, baked from Noto Sans SC
(tools/assetbakerreadsassets/ui/charset.txt), and wrapped text breaks within Chinese and
Japanese runs. - The VR resolution is a slider now, from 50% to 130% of the headset's own in 5% steps, with
the pixels per eye next to it. It replaces the five presets; older PCs get the nearest preset. - "Match SteamVR's resolution" (VR quality): the stream takes the size SteamVR renders at, set
in SteamVR under Video, up to 130% of the headset's own. When SteamVR's setting changes, or
a game uses its own, the stream follows within a second or two. Turning it on or off asks
for a SteamVR restart. - Foveated encoding that follows the eyes (VR quality, on headsets that track them: Quest Pro,
and others through OpenXR's eye gaze, such as the Galaxy XR). The PC keeps every pixel of a
square around where you look, 45% of each eye's width and height, and half of them in each
direction elsewhere; the headset stretches the frame back. That's about 53% of the pixels to
encode, send and decode, on any GPU. The square only moves when the eyes look clearly
elsewhere, and sits in each lens's centre while the eyes aren't tracked. NVENC's fixed
foveation (fewer bits towards the lens edges) is off in that mode. - Microphone volume on the headset (General), from 0 to 200%.
- A fixed play space, on by default (General > Tracking > "Fixed play space"): SteamVR's space
sits on the headset's play area (the stage) instead of the floor where you last recentered,
so recentering, by hand or by the headset, no longer moves it. Lighthouse trackers calibrated
against the headset with Space Calibrator stay aligned. PICO headsets always worked this way.
Turn it off to have SteamVR follow the headset's recentering again. The SteamVR driver also logs
(in vrserver.txt) when the headset's position jumps, and the headset when its space recenters. - The small in-game menu (double-press the left menu button, or hold A and B) also opens on the
desktop while SteamVR runs, with "Back to VR" where it has "Back to desktop" in VR: switching
either way is the same gesture and the same button. - Support for the Samsung Galaxy XR, the original Quest (its own APK,
-quest1), and PICO
headsets on older firmware (PICO's own OpenXR loader). - An experimental native app for the Steam Frame (see
headset/linux).
Fixed
- Windows' volume did nothing for the headset: the sound is recorded before Windows applies
the speaker's volume, and the microphones' recording level wasn't applied either. RinCast now
applies both itself, for RinCast's and Steam's virtual devices, so the volume slider, the
volume keys and mute change the headset's sound, and turning the microphone down in Windows'
sound settings works. - Windows' default speaker and microphone could stay on Steam's streaming devices after RinCast.
The streamer switches them while a headset is connected and only remembered the previous
ones in memory, so when it was killed (by the installer during an update, a crash, Task
Manager) they were never put back, and apps such as VRChat kept recording a microphone
nothing was playing into. It now keeps them in a file and puts them back on the next start
and when RinCast is uninstalled, and only where its device is still the default. - SteamVR (and tools such as Space Calibrator) saw every headset as a Quest 3. It now sees the
Quest, Quest 2, Quest Pro, Quest 3 and 3S by the names Quest Link gives them, and other
headsets by their own; Quest 1 and 2 controllers get their own models. Takes effect after
restarting SteamVR. - Menus looked blurry next to the monitors: they were drawn into the eye images and so went
through two resamplings. With "Sharp text" on (Desktop), they're compositor layers like the
monitors. - After closing the in-game menu with Resume, the game got no controller input until the menu
was opened and closed again. - The Steam Frame app didn't build since the language setting; it now follows the system's
language (LANG) too. - On the keyboard, pressing a key with one controller while the other pointed at another key
didn't register. - AV1 isn't offered on headsets that only have a software AV1 decoder (Quest 1 and 2), and the
Quest 1 reports its decoder's real size limit. - The Meta Store's requirement for the focus-aware manifest entry.