- 1.1.09 out - 8 July 2019
Small update today: - You can now switch drives when loading files - You can now adjust the opacity of the models while manipulating. Enjoy
- 1.1.08 out - 23 June 2019
Minor push today that updates SteamVR libs and changes the way the syncrhronization happens with the compositor hoping that will fix the black screen on the headset issue some people are seeing. Please let me know using the forums.
- 1.1.06 - 1 February 2019
Hello Everyone! Thanks to all of you who reported some issues on the forums. This small update includes: - Update to the latest SteamVR - Update build environment - Fixes to the way the compositor pipeline works, which should fix the issues some of you were reporting after some of the later updates - Bouncy issue with moving the world when using a controller other than the Vive - Allow disabling the internal HDR post-processing step (pressing "J" on the keyboard while focused on the mirror window will do this). This may help some people who still run into issues. Please keep the feedback coming! Thanks, F
- v1.1.04 - Welcome WindowsMR users! - 30 May 2018
This is something I've been meaning to do for a while, but I finally got a WindowsMR headset to test with. Enjoy! F
- V1.1.02 Released - 28 April 2018
Hello Everyone! Little big release... Bug Fixes: - SAVE button will now work again for models that had a rig coming in. This has been reported in the forums, so thank you for all of you who found that. - SAVE will now default to the FBX default, which is FBX binary. The usual suspects (Unity, Blender) can load these. Features: - Rigging is now using GPU compute - still not that much better than before, but a huge overhaul under the covers. Enjoy and please keep posting issues as you find them. Cheers, F
- v1.1.0 Released! Now with Rigging - 28 February 2018
Hello Everyone, This update has enough in to be considered the first minor version increase. Here's what's new: Selection Improvements: - fixed an issue that made manipulation with Oculus hard - laser pointer now indicates the position of manipulation - you can now select between multiple bones that start from the same position - bone targetting is more precise - when the model is in see-through mode, the bone that would be actuated is now highlited - when manipulating a bone there will be a proportionally sized axis at the center of rotation - Support for multiple hierarchy roots: e.g. a character that has accesories like weapons like this one (new bone highlight and controller selection) File Loading Improvements: - improved support for FBX models with multiple parts - e.g. this - improved support for binding pose - improved material transparency - improved loading of HDR files with v…
- v1.1.0 Released! Now with Rigging - 28 February 2018
Hello Everyone, This update has enough in to be considered the first minor version increase. Here's what's new: Selection Improvements: - fixed an issue that made manipulation with Oculus hard - laser pointer now indicates the position of manipulation - you can now select between multiple bones that start from the same position - bone targetting is more precise - when the model is in see-through mode, the bone that would be actuated is now highlited - when manipulating a bone there will be a proportionally sized axis at the center of rotation - Support for multiple hierarchy roots: e.g. a character that has accesories like weapons like this one (new bone highlight and controller selection) File Loading Improvements: - improved support for FBX models with multiple parts - e.g. this - improved support for binding pose - improved material transparency - improved loading of HDR files with v…
- 3DRudder Support - a must have for all seated VR experiences - 17 January 2018
Hi Everyone, For some of you who may already own a 3DRudder, you may have noticed this has actually been supported for a few versions now. If you don't know what that is, take a look here: https://www.3drudder.com/ When I designed MerperVR, I focused on a room-scale experience because that felt the most natural and therefore the better use of the technology. Using the 3DRudder made me re-evaluate that, because it makes seated scenarios compelling in their own way by fixing the locomotion problem. If you have a small space, or a headset that doesn't quite support room scale I highly recommend you get yourself one. Cheers, F
- 3DRudder Support - a must have for all seated VR experiences - 17 January 2018
Hi Everyone, For some of you who may already own a 3DRudder, you may have noticed this has actually been supported for a few versions now. If you don't know what that is, take a look here: https://www.3drudder.com/ When I designed MerperVR, I focused on a room-scale experience because that felt the most natural and therefore the better use of the technology. Using the 3DRudder made me re-evaluate that, because it makes seated scenarios compelling in their own way by fixing the locomotion problem. If you have a small space, or a headset that doesn't quite support room scale I highly recommend you get yourself one. Cheers, F
- v1.0.11 - internal bug fix release - 17 January 2018
Making NVIDIA cards more stable
- v1.0.11 - internal bug fix release - 17 January 2018
Making NVIDIA cards more stable
- v1.0.10 - bug fixes for AO on NVIDIA cards - 15 January 2018
Hi All, This patch fixes an issue with Ambient Oclusion on NVIDIA cards. Thanks, F
- v1.0.10 - bug fixes for AO on NVIDIA cards - 15 January 2018
Hi All, This patch fixes an issue with Ambient Oclusion on NVIDIA cards. Thanks, F
- v1.0.9 - Small patch fix - 10 January 2018
Hi All, This update has two things: There's an exposure slider next to the environment select spheres. It also add a speculative fix for an notebooks with both a discrete GPU and an integrated one to force the discrete one in an attempt to fix an issue reported in the forums. Thanks, F
- v1.0.9 - Small patch fix - 10 January 2018
Hi All, This update has two things: There's an exposure slider next to the environment select spheres. It also add a speculative fix for an notebooks with both a discrete GPU and an integrated one to force the discrete one in an attempt to fix an issue reported in the forums. Thanks, F
- v1.0.8 - Small file loading fix - 6 January 2018
This patch should fix an issue reported in the forums with model loading from a specific source. Thanks, F
- v1.0.8 - Small file loading fix - 6 January 2018
This patch should fix an issue reported in the forums with model loading from a specific source. Thanks, F
- v1.0.7 - Welcome Oculus Rift + Touch! - 4 January 2018
Happy New Year! I'm happy to welcome Oculus Rift users to MerperVR! While this was technically possible before given the OpenVR support ( which still holds true for other headsets ) this release adds Oculus-specific UI to match the touch controllers and positions UI in a way that's easier to use on a seated experience. Note that given that this is a manipulation-centric experience, you will still need to have touch controllers. Take a look: For everyone else, I tweaked the laser pointers a bit and the way the grip button moves the UI. Enjoy! F
- v1.0.7 - Welcome Oculus Rift + Touch! - 4 January 2018
Happy New Year! I'm happy to welcome Oculus Rift users to MerperVR! While this was technically possible before given the OpenVR support ( which still holds true for other headsets ) this release adds Oculus-specific UI to match the touch controllers and positions UI in a way that's easier to use on a seated experience. Note that given that this is a manipulation-centric experience, you will still need to have touch controllers. Take a look: For everyone else, I tweaked the laser pointers a bit and the way the grip button moves the UI. Enjoy! F
- v1.0.6 - more PBR and uploadable screenshots - 13 December 2017
Hello Everyone, This version brings the semi-transparent material that lets you see through your models to find their skeletons in line with the main PBR renderer. It also integrates better with the overall Steam platform, not just SteamVR / OpenVR - this means your screenshots will now be uploadable when you hit the screeshot button in EXPRESS mode. Please share yours! Here's a shot of the new transparent material that I also uploaded to the screenshots section: There's also a litte update for those of you without VR - as mentioned before, the game will run outside of a VR context, it's just not very usable without the head tracking and motion controllers. Still, I added WSAD keyboard support for non-VR environment so you can move around the UI. And for those of you who want to try it and don't have the right system requirements ( 99.9% of the time your GPU does not support OpenGL 4.5…