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ALXR Quest/Pico client v0.12.1 for server v18.5.0 with modified passthrough mask

Other ALXR Quest/Pico client v0.12.1 for server v18.5.0 with modified passthrough mask

EDIT: I have decided to continue work on this project at least until reaching a specific milestone. Can't compete with VD performance yet but maybe we can find another way to stand out. Actual app update tomorrow

Virtual Desktop posted a new beta update with chroma key passthrough. They use nearly identical formulas to my version and achieve similar results while having far better performance and quality than alxr. I'm not done developing in this space but I may be done with this project. There are some updates coming soon to alxr that would be very exciting if not for this situation, but may still be enough to keep me involved.

Haven't decided yet, but tbh I have to just recommend you go use VD for now if you want optimal performance. Just be aware their RGB key color doesnt convert properly to RGB in VAM like mine does.

Thank you to everyone who used this up until now. I may look into making VAM plugins and am actively doing other XR dev stuff
Version parity with my client since I'll be unable to work on this for a week or two. should be slight improvement for quest users but I'm not sure what the last upload was. not different enough to remake for pico sorry babes
Get this plugin right now: https://hub.virtamate.com/resources/scene-atomic-batch-operation-tool-lgatomtool.36603/

Seriously it's so good! tysm for making it if you see this! No other tool for the job is this feature complete so I was gonna make a shit tier version of this myself but saves me the work
I found some math functions to remove conditionals if you're creative enough. no more if statements in our code, which I think did cause some issues. The mask shader is nearly 1:1, I just got rid of the slight gradation but you can still configure it to be visually the same. Blend mode is uhhh, well its something. It is an improvement imo but its weird af and I kinda threw some random math stuff without really knowing exactly what to expect but its actually really good in some situations. try it out let me know, laugh with me, laugh at me, idk its kinda funny but also low key good and mask is still great. Both Quest2 and Pico versions included. Pico version requires you be up to date with your firmware. if you're on quest 2 and happy with what you have no need to change, but I'm hoping this improves performance moreso than visuals
Please let me know about pico version. I undid the change that I believe broke it (vulkan api change or android sdk version) but if its still not working I'll have to try another build. Pico 4 users use pico v4 apk. Any earlier version of pico use non-v4. Couldnt get generic android to build, does anyone need this?

All builds also received a backend update on the main branch to adjust usage of platform specific passthrough modes but I saw no difference on quest with my shaders or og shaders. not sure about pico.

I am also trying out an old idea I had to make skin color (only for whiteish people until I figure out how to use a gradient texture for this) be opaque in blend mode while everything else gets faded out based on luminance and color difference. Its okay I think? You can get translucent overlay by changing background color and even in a fully loaded scene with walls and objects you should be able to somewhat see your room. feedback welcome

New quest pro version added to remove the outline filter I have on the passthrough layer as well as go more aggressive on the blend mode so its more of an alternative to masking and wont have as much color bleedthrough. Both versions are cross compatible so pick your poison. just know that despite changing file name the actual name on your headset is the same so only one install at a time
Fixed version from yesterday's update to v0.13.0
Adjusted blend mode to be much less selective. I opted for this to have a mode that can be quickly toggled if you need to see your room and you're stuck in a load screen or the scene loaded with walls. Might add a third mode to accomplish this instead, but I think mask mode is good enough now that I don't need blend mode tbh

feedback always welcome, and as usual only quest version tested
more optimized vulkan pipeline in addition to my shaders that are looking better than ever using efficient LAB space comparisons. You seriously arent gonna believe how good the mask is. The color I'm testing against takes color already in LAB format that converts to 98, 129 100, but you'll find its not as strict as before. You can alter the hue quite a bit while staying in the sweet spot but it doesnt cause any transparency issues. Keep it more in the green/orange zone and the outline is totally gone.

The blend shader is also improved though I think I've had it slightly better in previous builds I didnt upload. Set background ot anywhere between 1,1,1 and 13,13,13. If your character is melting, change ambient light to be slightly colored or just add more direct lighting.

no pico build rn, sorry I literally tried for the past 30 minutes and couldnt get it to work. Also the version on your headset still says 12.1 but dont worry about it
my brain is mush after trying to learn shaders but I'm making sense of the project structure at least
changes include

-update to v56 quest firmware
-color space switched to rec709 (rgb) making our current primitive mask technique much simpler and more accurate resulting in a thinner outline. use somewhere around 201, 190, 250 for your bg
-experimental adjustments to blend mode. should have clearer foreground and better black removal provided you light the scene well (colored lighting helps). still WIP but slightly better
-enabled high CPU performance flag, have not benched performance but maybe it did something?

Investigating some other quest specific tweaks for image quality/performance but didn't have time to mess with potentially deleterious tweaks. May put out another update soon to further adjust the current shader modes but I'm going to shift towards larger scope rewrites most likely. If I'm not active on here do keep an eye out for any new forks that pop up

Also sorry I didn't package the pico build in this zip or build for it with the new shaders and going forward I'm probably going to focus on quest specific things, but I'll build and post all android flavors if I do another release with these shaders.
no promises this works as I don't have a pico but I went ahead and built it by request. should work I think.

If you have trouble finding the right version go to history tab and download whichever you need
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