• AppsRelease
  • App release 13.17 (On/Off auto recenter, Chromakey PT fix)

Hey-ho great people! We bring you new release of the app, version 13.17 for Oculus/Meta. Steam version will be available tomorrow.

New features

  • Added toggle in global settings to enable/disable automated UI recenter
  • Interactive videos grid: added likes and creator name

Improvements

  • Improved thumbnails quality
  • Sex Toy Scripts toggle enables search by both Manual scripts and AI scripts
  • Clicking on video title opens video information panel

Bug fixes

  • Chromakey Passthrough colour boxes settings work independently

Enjoy and let us know your feedback in the thread!

    Hey great developers!
    Thank you so much for the awesome options and quality improvements!
    Can't wait for the Steam version update tomorrow, hope it will be great all around.
    Best Regards!

    Kieshi Does turning off automated UI recenter mean that it will go back to how it was before. With holding down the recenter button and being able to move the picture around until you like it and then let go of the button?
    I guess I will find out tomorrow. I really hope this is the case

    Kieshi I have a good idea for a future update, I think.
    I like the 6dof when the camera is in the right place to start. If the male model is off center or too far away then it doesn't really work that good.
    If we could make changes to the picture to get it in the right place and then turn on 6dof that would be amazing. As of now it resets everything to zero when you turn it on.

      rerun119 could you please give more details on this?
      Do you want 6DOF to correct the position of the model on the screen?

        Kieshi Right now the way 6DOF works is that when you turn it on. It resets all the numbers to zero, so your zoom and pitch and all the others reset to zero and then the effects of 6DOF starts working.
        If we could set the picture by changes the zoom and pitch and others to where we want them and then turn on 6DOF without it resetting the numbers.
        Because how it is now, sometimes you turn it on but the guy isn't sitting in the right place to begin with. So with 6DOF on the guy is always in the wrong spot and you can't change any of the sitting with it on.
        Does that make more since?

          rerun119 I have just checked the prod version myself and it doesn't reset zoom, pitch or any of those settings to 0. You can still do all the settings with 6DOF on, just not the zoom (zoom stays blocked in the position you left it before enabling 6DOF)
          Could you maybe make a video for me to show this issue?

          9 days later

          @Kieshi Hi, picking up from the last app release thread regarding the BT crash after 20 minutes and manual controls.
          You said the crash would be fixed in this version (it's not) and the controls were being worked on.

          Just wanted to share the crash has not been resolved for me, so is this something that didn't make the release, or is it something the team thought they fixed and maybe didn't? Curious if others are still having the issue. Also, am I correct in so far as the manual sliders/control within DEOVR app still have no actual impact? I want to make sure I'm not missing anything, but it seems same as last version.

          Thanks for the help!

            rerun119 If we could make changes to the picture to get it in the right place and then turn on 6dof

            I think what they really need to do is allow zooming and dome rotation when 6dof is on, and then you can zoom or rotate as needed and it stays in place

            Stalinator hi, could you please let me know if this is the Keon/PowerBlow issue you are experiencing?

              Kieshi Yes same as last time, do you need me to dig back through and repost it or can you see/view post history? It's from the last app release thread too where you responded and said it'd be fixed this release. Seems like @andman24 is/was also experiencing this. I verified it was on both my Quest 2 and 3 so as to help rule out it being a device specific/user specific issue.

              Hope this link works/helps

              If point 3 was confusing, ignore it it was just sharing things I've tried in order to help troubleshoot.

                Stalinator we are working on a fix for this, will try to have it for next release

                @Kieshi ive still had the recentering bug on the deovr app on quest 2 for the past two weeks since this 13.17 update was apparently released. you had mentioned that the recentering was to be fixed in this update. did the deovr app not update yet for some reason? not sure if the problem was actually fixed and deovr just hasnt seen the 13.17 update yet

                  bamjus in this release we have added a toggle to switch auto-recenter
                  Currently we are working to improve recentering in further releases

                  @Kieshi the problem is still very much there. I realized it may be easier to reproduce if you were to lay flat on your back and try to recenter the screen. That is the only position I use my quest 2 in, and it is where the recentering bug is at its worst, where it no longer recenters along the correct axes. It tilts the display angularly without moving it laterally in space, at its worst when the headset is effectively facing the ceiling. Maybe the gyroscope component in the headsets makes the bug worse when the headset is facing its north pole, idk. Hopefully yall are able to reproduce it more easily in this position soon, because it really really affects the viewing experience losing any ability to properly adjust the recentering while laying down.

                  When the deovr app last crashed, the quest2 showed me that there was not enough memory available. I sometimes suspect that when the quest2 is connected to the toys via Bluetooth, the quest 2's hardware is simply not sufficient and the internal memory is overloaded The VR glasses definitely need a lot of Bluetooth power for the controllers and if the Seytoys are also connected via Bluetooth, I think it's just too much for the hardware, I don't know if it's possible like with Android to provide an app with more memory. In addition, VR films are becoming increasingly high-resolution and are probably putting a strain on the hardware. Of course, I'm not an expert, but that would be my theory.

                    By memory I of course meant Quest2's main RAM