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The only reason why I never improved the mask mode shader or made it configurable in alxr is because of the lack UI would have made it pointless or very awkward. I also had to prioritize working on other areas with my limited free time.
I'm currently working on adding UI to the client side so...
@krch @animetiddyenthusiast
Hey with v0.15 I've upgraded the NDK version to the newest (LTS) that came out a couple of days ago, v26.0.10792818, it's easy to switch back the to the last version but very soon this will be the min version because of some upcomming changes I have.
Later on...
Tired to read/respond much but last night I discovered something in the client that was having an effect on the visual quality, don't yet know how to fix it fully without a new issue popping up but i hope I can figure it out soon. In other news, passthrough modes in latest confirmed working on...
I'm not familliar with the xyz colour space but I have seen rgb to lab conversions using that as an intermediate step. Yes there's no reason to convert the key for every pixel shader invocation, precompute that once, I've seen that repository but I don't recall all the available functions. Note...
Oh one last thing, if you're learning Vulkan, you can easily pick up OpenXR as the API has the same arch design i don't mean concepts just the design of the API, how it's extenable, etc.
I'm no expert in this area but the typical colour spaces used for chroma-keying are ycbcr formats, HSV, LAB. Basically anything that seperates out the luma and chroma is going to be way better than my initial version for supporting any colour key, definately don't want to use rgb.
I forgot to...
Sorry I haven't been responsive here, just either busy or dealing with headaches & lethargy, about the recent changes, there isn't a new vertex buffer, there isn't one at all now :) basically before I was creating a vertex & index buffers for a (screen-space) quad the new version removes them...
Something I forgot to mention, I would recommend testing shader changes on the ShaderToy website, you can find a few chroma-keying shaders that you can quickly modify.
Hey, dev of alxr here. I didn't know this was going on and I feel kind of bad that people are resorting to this. Also apologies for the convoluted structure of the project atm, this partly historical and partly priority / little free time for the reasons why it's like this. I will be doing a...
Yeah that is normal because it's not registered driver, when it's not loaded it wont show in the add-ons dialog. If you're not already using it, try the non-installer version.
sorry I missed the second question, 18.2.3 isn't supported anymore mainly because of the UDP bug fix(es) cherry-picked into the newer versions, it needs to be applied to both the client and server but it break compatibility with v18.2.3. The offical 18.2.3 build is also a very dated binary and...
@fatpatfitzgerald let me know what you're setup is, are using an AMD gpu? from the nightly repo you can use any version of the server from 0.11 onwards. Try the version of the server that works for you with 0.12 clients and let me know.
Something I forgot to mention, I've merged in my facial & eye tracking branches to main branch but to use that requires a plugin since these can't be supported by OpenVR.
@thinoreos hey, dev of alxr here, just want to clear-up some misunderstandings and mistakes in the guide.
First if you don't need to use a green chroma-key please use the builds from here they are much newer and have various fixes/improvements. There are server builds there too that you must...
Just a headset up, recently ALXR added support for nightly builds and the very latest build fixes the Quest warping/distortion bug. These newer builds also support the foveated encoding option in ALVR among other changes, nightly builds are here:
https://github.com/korejan/ALXR-nightly/releases
Just a headset up, recently ALXR added support for nightly builds and the very latest build fixes the Quest warping/distortion bug. These newer builds also support the foveated encoding option in ALVR among other changes, nightly builds are here:
https://github.com/korejan/ALXR-nightly/releases