After a prolonged period of bug fixing and QoL improvement, FragmentVR is ready to lose it's Early Access tag and join the adults' table! Feedback and requests are still more than welcome here or on the Discord server.
After a prolonged period of bug fixing and QoL improvement, FragmentVR is ready to lose it's Early Access tag and join the adults' table!
Feedback and requests are still more than welcome here or on the Discord server.
Following a period of beta testing and using feedback to improve/fix FragmentVR, I think it is time to transition from Early Access to Full Release. There are still a lot of features I want to put in like Vive Pro and external camera support, smoother views and even better perfor
Following a period of beta testing and using feedback to improve/fix FragmentVR, I think it is time to transition from Early Access to Full Release. There are still a lot of features I want to put in like Vive Pro and external camera support, smoother views and even better performance, but FragmentVR is stable and complete enough to loose the Early Access tag by now. The transition should happen before the end of January.
If anyone still has any problems or suggestions please let me know in the discussions or on the Discord server and I'll be sure to address them before going through with Full Release.
Thanks for the support so far, especially the volunteers that took the time to give me feedback and error logs, I really appreciate it.
FragmentVR now has a toggle in the dashboard menu to make it autostart when SteamVR is opened. The desktop window now also automatically minimizes on start, should be less annoying now. Cheers! P.S. if you have any gripes or feature suggestions don't hesitate to post it in the di
FragmentVR now has a toggle in the dashboard menu to make it autostart when SteamVR is opened.
The desktop window now also automatically minimizes on start, should be less annoying now.
Cheers!
P.S. if you have any gripes or feature suggestions don't hesitate to post it in the discussion board!
Hey everyone, The menu has a new look now: The save and load features have now become the default behavior and as such aren't on the menu anymore, views will be automatically saved on close and loaded on open. Some issues with Nvidia cards that have been reported recently should
Hey everyone,
The menu has a new look now:
The save and load features have now become the default behavior and as such aren't on the menu anymore, views will be automatically saved on close and loaded on open.
Some issues with Nvidia cards that have been reported recently should now be fixed.
With this new feature you can now create up to 4 views that work simultaneously. UI has been reorganized, now on the left you will find the list of the present views.
With this new feature you can now create up to 4 views that work simultaneously.
UI has been reorganized, now on the left you will find the list of the present views.
As promised here's the first update adding a much needed quality of life feature: persistent corners! Now you don't need to create the same view every time you open up FragmentVR. Just create the view once, press "Save Corners" in the dashboard menu and also enable "Load corners
As promised here's the first update adding a much needed quality of life feature: persistent corners!
Now you don't need to create the same view every time you open up FragmentVR.
Just create the view once, press "Save Corners" in the dashboard menu and also enable "Load corners on startup". Next time you open FragmentVR you will already have your view where you left it!
As of today the SteamVR beta branch now behaves correctly with FragmentVR. No need for a FragmentVR beta branch anymore so that has been disabled. Stay tuned for updates now that everything should be working smoothly, one feature update coming up later today and several more in t
As of today the SteamVR beta branch now behaves correctly with FragmentVR. No need for a FragmentVR beta branch anymore so that has been disabled.
Stay tuned for updates now that everything should be working smoothly, one feature update coming up later today and several more in the following weeks!
In an attempt to fix the compatibility issue FragmentVR was having with the SteamVR beta, the SteamVR devs released an update that was supposed to close the issue and nullify the need for the FragmentVR beta branch. Unfortunately, the update broke compatibility completely, so now
In an attempt to fix the compatibility issue FragmentVR was having with the SteamVR beta, the SteamVR devs released an update that was supposed to close the issue and nullify the need for the FragmentVR beta branch.
Unfortunately, the update broke compatibility completely, so now not even the FragmentVR beta branch works with SteamVR beta, and I can't do anything about it so we are going to have to wait for the SteamVR devs to push another update.
Sorry for the bumpy ride, let's hope this gets sorted out quickly!
Quick recap on what's working and what's not: - If you are on the main SteamVR build, the main FragmentVR build is working. - If you are on the beta SteamVR build, no current build of FragmentVR is working.
The source of the compatibility issue with the SteamVR beta branch has been found and fixed. If you are on the SteamVR beta branch, then switch to the FragmentVR beta branch also.
The source of the compatibility issue with the SteamVR beta branch has been found and fixed.
If you are on the SteamVR beta branch, then switch to the FragmentVR beta branch also.
Hi early adopters, It seems that the latest beta release of SteamVR has been raining on the parade and causing issues with the camera feed. I am talking with Steam dev support trying to figure out what's going on, in the meantime try rolling back to the main release of SteamVR. I
Hi early adopters,
It seems that the latest beta release of SteamVR has been raining on the parade and causing issues with the camera feed. I am talking with Steam dev support trying to figure out what's going on, in the meantime try rolling back to the main release of SteamVR.
It also seems that some users are having issues with creating corners; during beta testing this ended up being caused 100% of the time by the lighthouses not tracking the controller when the trigger is pulled. This goes hand in hand with the fact that most users will try to create a window around the keyboard and that tends to be a place not covered by the lighthouses or having the LoSs covered by the user's body or some other object. Let me know if this is not the case for you on the Discussion Board.
Some quality of life features have been added in right in time for release: - Hide & Lock Corners toggle : Enabling this hides the corner logos and makes them unmovable - Opacity Slider : Opacity can now be manually set
Some quality of life features have been added in right in time for release:
-Hide & Lock Corners toggle: Enabling this hides the corner logos and makes them unmovable -Opacity Slider: Opacity can now be manually set