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493713b0a6 |
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@@ -36,8 +36,8 @@ What differs is found at run time, not by a build of its own.
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| 2 | The game's data where Lepton keeps it | done: `/home/steamos/Documents/HaloCE` |
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| 3 | Menus, HUD and text visible (quad layers) | done: their alpha from their colour |
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| 4 | The freeze at the cryo bay's calibration | not seen again (2026-10-04) |
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| 5 | The Frame's controllers | in test: their own profile, the Xbox's layout |
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| 6 | Frame rate, resolution | |
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| 5 | The Frame's controllers | done: their own profile, the Xbox's layout |
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| 6 | Frame rate, resolution | done: 72 Hz steady, multiview on |
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| 7 | Multiplayer, voice, cross-play with the Quest | |
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| 8 | Installing it, for others | |
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@@ -85,3 +85,11 @@ page of buttons shows this layout on the Frame.
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home connection for a while (too many connections from tests that day);
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broker.emqx.io came back within minutes. Lepton's network is the Frame's
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own (same IP), DNS works.
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- 2026-10-04: the refresh rate is SteamOS's setting; the runtime offers
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only that one (the game asks for the highest at or below
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`vr.refresh_rate`, and logs the rates offered). At 72 Hz the game holds
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72 fps (about 11.6 ms a frame with multiview, eyes 7.6 ms; without it
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eyes about 9 ms). At 90 Hz it cannot (11.1 ms a frame), and SteamVR's
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making up of the missed frames showed as a doubled picture when turning
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the head. Keep the Frame at 72 Hz, or lower `vr.resolution_scale` (about
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0.85) for 90.
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@@ -885,6 +885,13 @@ static void refresh_rate_choose(float wanted)
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{
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return;
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}
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{
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char line[128] = "";
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for (index = 0; index < count; index++)
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snprintf(line + strlen(line), sizeof(line) - strlen(line), " %.0f", rates[index]);
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host_logf(HOST_LOG_INFO, "xr: refresh rates offered:%s Hz", line);
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}
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/* the highest rate not above the one wanted (0: the highest) */
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for (index = 0; index < count; index++)
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{
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