Files
InstanceBrick--nightcap/include
dim-ghub 0603734ff6 vr: recover from XR failures instead of giving up on headset output
- Every frame error, including the swapchain-image and copy-fence
  timeouts, now tears the session down recoverably instead of ending XR
  output for the rest of the run.
- Session recovery backs off (1, 2, 4, 8 s) and recreates the XrInstance
  after an instance-loss event, an instance/runtime failure, or three
  failed attempts, so VR returns after SteamVR or WiVRn restarts instead
  of retrying forever.
- While no XR session runs (headset idle, session not READY, recovering)
  presents are paced at 60 Hz outside the backend lock instead of running
  unthrottled.
- A PrepareHostPresent failure that consumed nothing (copy resources
  unavailable, failed fence reset or submit) presents normally instead of
  failing the guest's vkQueuePresentKHR; only device loss is propagated.
- A runtime/guest GPU mismatch falls back to the plain host device and
  keeps the game running without headset output, naming both GPUs.
- A failed EGL attach on the GLES path no longer makes window init fail;
  the game runs without headset output and the bind is not retried.
2026-10-13 00:04:42 -05:00
..
2026-09-21 20:09:37 +03:00
2026-08-16 22:05:20 +03:00