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… 72 LK2) Skies come as UltraHDR .jpg from the packs CDN at 1K, 2K and 4K (8K for the Meadow showcase). The 1K file lights the scene (energy within 2% of the source .hdr, about a fifth of the download); a larger file only draws the sky, swapped in after the low size shows. The HDR is recovered on the GPU, so nothing decodes on the main thread. The .hdr stays as the fallback and for older releases. Configure scene > Sky quality (Auto/Standard/High/Max + a minimum quality), and a Sky quality row in the players' game options that overrides Auto. Auto is High on a desktop, Standard on a headset, a phone, a slow or metered connection or a loaded machine; a headset never goes past High. Exports carry 1K to 4K of their sky, and 8K only for a scene pinned to Max. Proof: unit ultraHdr + hdriCore; e2e sky-quality (40), sky-cdn (dev 19, built app 21 with the export check), hdri (35). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A headset never ran the composer, so a scene's look vanished in VR. Tone mapping, hue/saturation and brightness/contrast are now written into three's CustomToneMapping hook, so every material grades itself as it draws, with no render target (foveation and MSAA stay). A LUT is fitted to an affine map and a vignette is one blended quad per eye. Effects that need neighbouring pixels stay desktop-only and the Look panel says so per effect. A scene with no look keeps its old headset picture exactly. vrEyes drew into an SRGB8_ALPHA8 target and encoded twice, so every eye picture came out too bright. It uses RGBA8 now, as an XR layer does. Proof: unit xrLookCore; e2e xr-look (25, IWER + two peers): the grey in the eye equals the desktop's (75,75,75 both), textures and draw calls are unchanged with the look on against off, the vignette adds exactly two draws. vr-eye-shots (14) stays green on the helper fix. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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In main via 72-int: released as v1.59.0 (91b074e). |
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LK2: sharp skies
.jpgskies at 1K, 2K and 4K (8K for Meadow) from the packs CDN. The 1K file lights the scene; larger files only draw the sky, swapped in after the low size shows. Recovery runs on the GPU.LK3: VR-safe look
vrEyestest helper: fixes a double sRGB encode, so eye pictures now have true brightness.Depends on
The packs PR for the
.jpgfiles, then aformat-1retag and a jsDelivr purge. Until then the app falls back to the.hdrfiles. Details are in the lane STATUS.Proof
svelte-checkat baseline (279/39), unit 3580 passing,npm run buildOKsky-quality40,sky-cdndev 19 and built app 21 (export carries 1K to 4K byte-identical),hdri35,xr-look25,vr-eye-shots14Not measured: real Quest frame time and real phone UltraHDR. Both are owner device rows.
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