Quick Calibrate places the floor where the headset is, but off-head the
Rift S is in standby and holds its last head pose, so the floor ended up
at head height (#5). The Room Setup guard now keeps the calibration made
while the headset was in use. If the standing origin changes in the same
universe while the headset is in standby, the guard restores that
calibration and explains that Room Setup sets the floor. The unbounded
session universe cannot be committed through IVRChaperoneSetup, so this
restore reloads the saved file.
Each session also re-bases tracking, so offsets saved in universe 3 sent
the floor to the wrong height in later sessions. The session origin is
now reset to the plain origin at startup. The saved room (universe 2) is
unchanged.
Fixes#5
Full Room Setup (step 7) resets the floor to pending detection and waits
for floor_detection_result. The guard only published the saved plane, and
on a first setup it does not trust that plane, so no result ever arrived:
the step showed no floor, and pulling the trigger off the panel just
hid the dashboard, which cancels setup (#4).
When the saved plane is untrusted, publish this session's nominal floor
(raw Y=0, the floor the unanchored universe already uses). The user then
adjusts it as usual. The old plane and the manual-floor reset are still
never sent from an untrusted session.
Refs #4
Steam starts SteamVR 2.17 inside the Steam Linux Runtime (sniper)
container, which only sees the host's /usr under /run/host. vrserver then
skips /usr/share/steamvr-monado as "not a directory" and reports
HmdNotFound (#3).
The registration service now sets SteamVR's launch option to
vrmonitor.sh %command%, which starts SteamVR on the host. Steam rewrites
localconfig.vdf on exit, so the option is written only while Steam is
closed, and the service logs a restart hint until then. Custom launch
options are left alone. Uninstall removes only this option.
Fixes#3
SteamVR's default steamvr/preferredRefreshRate is 90. On start the
compositor logs "Trying to match desired rate of 90.000000Hz", only
finds the 1440x2560@80 mode, sets Prop_DisplayFrequency_Float to 90
and paces frames for 90 Hz. UpdateDisplayFrequency() then puts the
property back to 80, but the frames are still paced wrong. A light
app (SteamVR Home at ~5 ms CPU/GPU) still dropped ~9% of frames with
~1 timed-out frame per second; with no reprojection on Linux each
dropped frame is a visible hitch.
Write the device's display frequency to steamvr/preferredRefreshRate
when the Rift S activates, before the compositor starts. The compositor
then requests 80 Hz and the frequency override no longer fires.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
IMU samples are ignored until the first SLAM frame is accepted, so the
first frame's epoch offset is computed against an IMU timestamp of 0.
When the extended IMU clock is a 2^32 us epoch ahead of the camera
clock, that frame maps to a negative monotonic time and is rejected as
"went backward". last_frame_time then stays 0, IMU stays ignored, the
epoch offset is never corrected, and every following frame is rejected
too: no head tracking, an empty grey Room View in Room Setup.
Seen on 8 of 8 starts on one headset, e.g.:
frame_ts=1625067443000 imu_ts=0 hw2mono=-3395444712931
-> mono=-1770377269931 (now=2524604154978)
with the IMU clock at 5920 s vs the camera at 1625 s once IMU ran.
Treat a backward step of more than a second as a discontinuity and
accept the frame. It is not fresh, so it is not submitted to SLAM, but
it ungates IMU; the next frame gets the correct epoch offset and maps
to ~now.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Settings never polled OpenVR events. When vrmonitor crashed at 21:12:01,
vrserver sent VREvent_Quit to all clients; Steam and the web helpers
disconnected, Settings stayed connected and vrserver SIGKILLed it at
21:12:06 ("didn't quit in time"), holding up SteamVR shutdown 5 s.
The preview thread now drains the event queue every 250 ms (also while
the preview is hidden). On VREvent_Quit it shuts the OpenVR client down
and stays disconnected from that vrserver; the existing PID-change guard
reconnects to the next one. The window keeps running.
Compare layout changes against the size the swapchain was requested
for, not the extent the surface caps may clamp it to, so a clamped
surface cannot recreate the swapchain every frame. Add a focused test
for the /proc process lookup that replaced pgrep.
Everything below lost its last caller when the GPU preview replaced the
CPU path; each was grepped for references, then the app was rebuilt
(--locked, no Rust warnings) and cargo test passed.
- native/overlay_preview.{cpp,hpp,comp}, bridge rifts_preview() and
the Rust `preview` command: the CPU readback, compute downscale,
JPEG q80 encode and Tauri IPC frame path.
- jpeg-encoder dependency: only used by that command.
- build.rs compute-shader step and the overlay_preview sources.
- PID_CACHE/server_pid_fast(): a 1 s TTL cache that hid the ~9 ms
pgrep spawn from the old per-frame path; process lookup now reads
/proc and the preview no longer resolves the PID per frame.
- style.css body.mirror/#mirror-only (standalone mirror window, no
markup sets them) and .seg (segmented control, no markup uses it).
- main.tsx Snapshot.proximity/idle: never read by the frontend. The
backend still emits them for --snapshot evidence and the restart guard.
The headset view is drawn natively instead of streamed through the
webview. A preview thread re-acquires SteamVR's system.HeadsetView
overlay once per compositor vsync with the same VROverlayView_t (as
the OpenVR header advises), samples it on SteamVR's GPU and presents
into a Vulkan swapchain on a Wayland subsurface placed over the
preview box. No readback, encode, IPC or decode.
- Re-acquire without release: ~25 us, no vrclient log line per frame
(acquire+release cost ~1 ms and logged one line each time).
- Paced from IVRSystem::GetTimeSinceLastVsync, one present per
compositor frame, MAILBOX/IMMEDIATE so the thread never blocks.
- In HMD Standby with no new compositor frame, refresh once a second:
any display-rate GPU submit costs vrcompositor CPU on NVIDIA.
- The subsurface has an empty input region; double-click, F11, Esc and
the Fullscreen button keep working, aspect kept with black bars.
- Snapshot holds the OpenVR lock only for OpenVR calls, so its process
spawns cannot stall the preview; process lookup reads /proc instead
of spawning pgrep.
Poll the headset preview at 30 fps instead of 5 Hz, encode frames
as JPEG to keep the Tauri IPC round-trip small, cache the vrserver
PID and the overlay handle on the hot path, and retain a ready
Vulkan device across transient frame errors. Add a fullscreen
preview (button, double-click, F11, Esc) with aspect-preserving
fill, plus a small fps/size/latency readout.
Fake vrcompositor/vrserver/vrmonitor daemons let DisplayRecovery pin,
lose and re-pin generations. A respawned compositor must not trigger a
session restart; a dead one with no replacement still must.
Activate can run again on the same driver object without an intervening
Deactivate. Spawning a second pose thread orphaned the first (leaked,
never joined) and left two threads racing on m_pose via
TrackedDevicePoseUpdated. Keep the running thread instead.
The helper SIGTERMed only the monitor and then waited 10s for a server
and compositor it never asked to exit. Signal all three pinned
generations up front; give up only if the server itself is already gone.
DisplayRecovery froze its compositor handle while the loss latch was set,
so a compositor SteamVR had already respawned still looked dead and the
guard SIGTERMed a self-healed session. Re-pin whenever the tracked
generation exits and a unique replacement exists; keep the dead handle
only while nothing replaced it.
A SLAM restart between the last recorded keyframe and Save clears
world_valid; confirming then publishes saved bounds in a
session-derived frame until the 1 Hz verifier revokes them. Stay
unconfirmed and relocalize from fresh votes instead.
Hold world confirmations across invalid SLAM samples instead of
resetting on every miss; a candidate drops only when stale (>3 s) or
from an older SLAM session. The 3-vote bar, 4 cm / 3 deg agreement and
the chained 3 s window are unchanged, so transient wrong matches still
cannot accumulate votes.
Wait up to 250 ms for the exposure's SLAM sample and accept the same
250 ms gap the display pose path tolerates, so a loaded backend does
not make recognition samples unusable while published poses stay valid.
Skip feature matching while proximity reports off-head standby, and
verify at 0.2 Hz once the room is localized; match every queued pair
while searching or recording. Attempts and diagnostics freeze visibly
while skipping.
Count the first failing usability gate per unusable attempt
(paused/sample/gap/flags/generation/guard) in diagnostics, the
per-second world log, the pending-room warning and the status file, so
the next worn session shows which condition dominates.
Triangulate at most one landmark per second-view pixel, with separate
live and reference-image sets so temporal pairs keep their own domain.
Replay: same-room recognition still confirms in ~0.5 s with tighter
votes on fewer map points; sparse valid samples confirm where the old
window reset could not.
Refcount frameserver storage so destroy defers munmap/free/close
until outstanding ROI frames return; always join the stream thread
via a joinable flag instead of the running flag; wake blocked DQBUF
with poll timeout plus STREAMOFF; make running/used state atomic.