v1.101.0

@jdduke jdduke released this Nov 7, 2017

  • Resolved issues with VR mode triggering a resolution change:
    • UI layer now responds to density changes at runtime
    • Distortion rendering now responds to density changes at runtime
  • Restored previous behavior of UI layer button responsiveness
  • Fixed a flaky crash that can occur when enabling async reprojection

v1.100.0

@jdduke jdduke released this Oct 18, 2017 · 1 commit to master since this release

  • Improvements to head tracking:
    • Reduced sceen drift when watching video on most devices.
  • Imposed new restrictions on multiview to protect against flaky GPU drivers.
    • Removed experimental multiview support from non-Daydream Ready devices.
    • Blacklisted support for multiview on Mali-based Android N devices.
  • Added gvr_frame_get_hardware_buffer, an advanced API that can be used to obtain the backing AHardwareBuffer reference on Android, when available.
  • Added APIs for indicating head tracking state:
    • New events: GVR_EVENT_HEAD_TRACKING_PAUSED and GVR_EVENT_HEAD_TRACKING_RESUMED
    • New property: GVR_PROPERTY_TRACKING_STATUS

v1.80.0

@tristandbrand tristandbrand released this Oct 6, 2017 · 2 commits to master since this release

  • Performance HUD, a performance overlay enabled for all
    Daydream applications built with Google VR SDK 1.60.0 and above, is now
    available.
  • Added APIs related to head tracking with 6 degrees-of-freedom (DoF):
    • gvr_get_current_properties to obtain stateful properties about the
      GVR head tracker and context.
    • gvr_get_head_space_from_start_space_transform to obtain a 6DoF head
      pose when supported (3DoF otherwise).
    • gvr_poll_event to query events related to head tracking.
  • The sdk-videoplayer sample now uses an Intent
    to configure DRM instead of a hardcoded Configuration.java file.

v1.70.0

@tristandbrand tristandbrand released this Oct 6, 2017 · 3 commits to master since this release

Fixes

  • Fixed several graphics memory leaks and artifacts related to asynchronous
    reprojection.

GVR Audio SDK

  • Various performance optimizations (SIMD optimized channel de/interleaving,
    reduced memory allocations during runtime, improved early reflection
    rendering).
  • Fixed glitch in reverb update when changing from very dry to very wet.
  • Improved audio engine performance (multi-threaded sound asset preloading
    and initialization).