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BodyWalkVR BodyWalkVR @bodywalkvr · 11 subscribers
Post #21 42
Enhanced SlimeVR & Advanced Locomotion Precision

✨ Version 0.915: Enhanced SlimeVR & Advanced Locomotion Precision

This massive version delivers advanced locomotion tools, fixes tracking bottlenecks, and refines the UI based on continuous community feedback!

• Advanced Dual-Deadzone UI: Introduced a brand new hardware cutoff visualizer on the main page. This widget controls both the standard Deadzone and the completely new "Reverse Deadzone" (Maximum Tilt Cutoff) simultaneously on an interactive track with real-time positional indicator rendering.

• Unified Reverse Cutoff System: Upgraded the locomotion cutoff engine. Now, if either your pitch (forward/back) OR your roll (left/right) surpasses the allowed maximum physical boundary, ALL logical movement drops out smoothly to zero, solving the edge-stop tracking desyncs gracefully.

• Squat Detection "Equalizer" Curve: A major update to the crouch-to-walk slowdown system! We implemented a continuous cubic progression curve (geometric equalizer) to represent height-to-speed decay dynamically. As you lower your headset beneath the threshold, the movement speed now throttles down flawlessly alongside your real body, rather than triggering abruptly.

• SlimeVR Hardware Discovery Fixed: Corrected a critical issue where single physical trackers and native HMD/Controllers would fail to register in the Input selection menu. We implemented a manual data-packet traversal bypass to safely handle truncation bugs sent by the SlimeVR Java Server, ensuring 100% discovery rate regardless of your hardware loadout.

• Computed Tracker Spam Removed: Cleaned up the Locomotion Input selection list. Virtual "Computed" IK points (such as internal calculations for elbows and knees) are now completely hidden from the user interface, leaving only your actual physical trackable devices visible.

• UI Render Lag Banished: Fixed a major graphics stutter that would drop UI frames every 5 seconds while on the Main configuration tab. This was traced to blocking SteamVR Hook device polling logic interrupting the rendering loop. Hook polling is now lightning-fast and only executes incrementally or manually.

• Debug Console Scrubbed: Muted several highly verbose error and warning alerts related to FlatBuffers verifications and Empty Pings so your application log feed stays completely clean during standard gameplay.

🔗 Read more on site
Bodywalkvr BodyWalkVR | Step Into VR Reality BodyWalkVR transforms your body into a VR controller. Walk, run, and jump physically in your favorite PCVR games using just a smartphone or SlimeVR tracker. Eliminates motion sickness.
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