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Ilmoita käännösongelmasta
I also have the issues you mentioned with overlapping you mentioned.
For the time being I find moving the pointer around randomly a bunch back and forth over buttons until it appears and then clicking recovers the pointer (sometimes) until the next time it decides to vanish...
I think i know what's causing the rotation with the menu one but people keep bringing up issues with the pointer but like I'm so confused because there's like 4 different pointers now.
The circular mouse pointer, the gray pointer for screen casting, the VR controller orb itself, and the line pointer from the controller to the menu in VR.
And in my testing, all of them behave as expected and I didn't really change anything with them in the update so I don't know why there's problems all of a sudden.
What I do know is that if the mouse moves, it will hide the line pointer on the VR controller until you press the trigger on the controller, Idunno if that's causing confusion or not, or is maybe bugged in some way.
And the collision of the image should never prevent interacting with the menu.
The only thing I noticed is that the VR line pointer does not render on top of the image like it should, and I'll fix that. But you should be able to interact with them still unless you can show otherwise. Not trying to be accusatory I just have no idea how that'd happen and wanna make sure it's not a misunderstanding.
But still, getting more detail on the current issues would be good because I would like to get the controls feeling better.
I appreciate your hard work and dedication in addressing these issues.
I missed the specific case that the little circle dot is supposed to show where the VR controller is pointing, on top of the line. So thanks for clarifying that one.
Funny how one small mostly unrelated change somewhere can have a weird effect like that.
Anyway, you can check out the new update and see if your problems are fixed.
Full patch notes:
-Fixed VR pointer line not rendering in front of the image
-Fixed VR cursor dot disappearing
-Probably fixed an issue with image orientation when opening/closing the menu
-Fixed issues with certain resolutions when screen capturing
-Changed the screen capture resolution limit to be a percentage instead of a fixed limit
-Fixed bug that would break screen capture when a program entered exclusive fullscreen
-Added option for screen capture to disable depth while the mouse is moving
-Added option to change the screen capture cursor size
If there's any lingering issues feel free to comment them here
Thank you for tracking down these issues and for the comprehensive patch. Your work is greatly appreciated!
The program is usable now, but the performance is weird as well, very hard to describe other than just a lot slower, all other vr apps are fine (9800x3d, 3080, quest 3) happens in oculus vr and virtual desktop
https://ibb.co/zJvpQq6
https://ibb.co/7zR1c94
Depending on where the displayed photo/video is it can prevent interacting with buttons behind it still but issue seems less severe at times than before.
You did, indeed, fix entering exclusive fullscreen as I can now watch videos in an application and not crash. However, it... crashes leaving exclusive fullscreen (lol) 3/3 attempts. I couldn't get it to stop displaying the broken screen view without exiting Autodepth program and launching it fresh so stop button still doesn't work, either. Definitely an improvement and hopefully this next fix will go smoothly, too.
The screen resolution scaling is a nice touch. Can we also get a mouse color pointer? I happen to use dark mode skin for video player and some sites and noticed the cursor becomes effectively invisible against it due to being midnight black, itself. Haven't tested cursor resizing since the default resized version since update was much better already, but that was nice to see.
The moving mouse flattening depth to engage basic desktop traversal like Chrome browser / file system definitely helps a ton, though if there were an option to tweak how fast that depth collapse is then that would be even better so I don't have to watch it take 2s. Perhaps a limitation of the algorithm, itself, in order to normalize depth over multiple frames though so if not doable currently understandable. Already a big improvement, either way.
Any chance we can get a feature to select the start (top left) and end (bottom right) of an area we want to output for the desktop view in order to offset disruptions caused by UI or black borders in some videos/websites when using the feature? Not sure how easy this particular solution would be to implement but it would help offset some of the major weaknesses of the depth algorithms that tend to struggle with those elements and for some reason the edges of some random videos (for no discernible reason).
Either way, pretty good move in the right direction on this feature.
I'll just mention this here but it looks like there is also a newer depth model that may have better depth and be more versatile with real/3d/animated results based on their limited examples. Seems to have around the same performance roughly 0.2s on a RTX 3090 to produce result (granted they don't get the details of resolution, etc. there...). Either way, just mentioning it in case you want to check it out or can implement it at some point.
Website page: https://wangrc.site/MoGePage/
Github: https://github.com/microsoft/MoGe