Thursday, April 12, 2018

Dev Update #38 - VRidge 2.1.4 Beta

We have a minor patch release to the Beta channel.

To be able to test out the Beta version - follow the "How to join the VRidge Beta Update channel?" article.

Thanks to your feedback we were able to fix a lot of issues in our Beta release. We also made some quality of life improvements. All the changes are now available in RiftCat Beta channel. With the next update we will push 2.1 version to the public!


  • Added an option that switches between Nolo and phone rotational tracking. This can be used on high-drift phones but has higher latency than phone sensors.
  • VRidge mobile app will now have sticky notification while it's running that lets you enable USB tethering more easily.
  • Moved settings button to the connection screen to allow changing settings without connecting to mobile device first.
  • Added new guides to Discover tab:
    • Redout
    • VR Chat
  • Several new languages added (Thank you for your contribution! We have granted full version of VRidge for active translators.)
    • Czech
    • Chinese Traditional
    • Dutch
    • Portuguese, Brazilian
    • Russian
    • Danish
    • Turkish


  • Fixed several problems during connection to prevent random crashes mid-stream caused by temporary network problems.
  • Nolo controllers should no longer be detected as Oculus-like input controllers.
  • Updated controller input API to the most recent OpenVR standard. This may solve problems where controllers didn't appear in menus or were not registering key presses.
  • Fixed website language sometimes defaulting to English even if other language was selected.
  • Fixed random (race condition) crash in standalone mode that could occur when SteamVR was running before VRidge.exe was started.
We hope that you will help us out with the tests so we'll be able to bring 2.1 version to everyone as soon as possible. Let us know what do you think about this version in the comments below, our social media or just email us at 

Tuesday, March 20, 2018

Dev Update #37 - VRidge 2.1 Beta

VRidge 2.1 Beta is now available

To be able to test out the Beta version - follow the "How to join the VRidge Beta Update channel?" article.

This update is focused mostly on improving the 2.0 version experience and bringing Wireless NOLO support back. We have some info about AR Core positional tracking as well - read more about it below.

We have listened to your feedback about VRidge 2.0 and provided several improvements to the software. 

User Experience changes

We have added four new languages:
  • French
  • German
  • Spanish
  • Chinese
This includes translation of the website, RiftCat desktop client, mobile application, automatic emails and YouTube descriptions with subtitles to provide the best experience for those who do not speak english.

The translation were made with the help of our beloved community using CrowdIn system. We are very thankful for your help! We are providing VRidge full version keys for the active translators in return.

As many people worked on the translations, they might contain mistakes or inconsistency. That's why we encourage you to inform us about any errors in translations so we could make it perfect before it will reach the "Stable" channel.

There are other languages mostly translated within the system. We will deploy them over time.

New "Discover" feature:

An additional tab within RiftCat that will let you learn what possibilities does VRidge have. It will be a library of our video tutorials so you could always find something new to do in virtual reality. We will update this tab on a regular basis.

Recenter hotkey improvement:

Recenter hotkey can now be bound into any controller input. You can use Gamepad, Joystick, Steering Wheel or any other XInput-compatible controller.

Redesign of LIVE settings:

When you enable Advanced mode or turn on any of our integrations, the LIVE settings will get an additional menu to organize specific settings that can be changed on the fly during streaming.

Redesign of connection screen:

We have improved the connection screen a little bit by moving the elements around and introducing the Basic Guide and Help Center link for new users.

One of the most occuring issue with VRidge 2.0 happens when the desktop app can detect the phone but cannot connect to it in time. It's manifested by constant connection popup. We reworked the connection process to better inform the user about what is happening. Connecting your phone to the desktop app should be much friendlier now.

Additionally, PC-mobile app version mismatches will now be correctly displayed on the connection screen. This doesn't work retroactively - 2.0.3 mobile app will not be detected by 2.1.0 PC client.

NOLO Wireless support

We have brought back NOLO Wireless support that was present in 1.5 version of VRidge Classic. It is added as an Integration called "NOLO Wireless" and can be configured within RiftCat. We have also added some new changes in comparison to the 1.5 NOLO support:
  • Support for throwing objects in games by passing velocity data from the controller
  • Support for ceiling mode
  • Configurable anti-noise filter to prevent random button press-events.
  • NOLO settings can be changed LIVE. 

AR Core positional tracking

We were planning to release an AR Core positional tracking with this release - it was almost ready. But unfortunately due to the sudden change within AR Core SDK that introduced a feature breaking bug we had to wait for the next SDK release.

The SDK should get an update in the upcoming weeks but we couldn't postpone this update for that long. That's why we are releasing this patch without AR Core positional tracking but we will add it back as soon as possible.

VRidge SDK documentation update

We have updated our VRidge SDK to the v3 code examples and specification. It's now available as .NET standard package with .proto definition so you can use it more easily in any language of your choice on most of the popular OSes.

Bug fixes

  • GeForce 640M and 650 GT will now be correctly detected as NVENC-capable.
  • Updater .exe icon changed to the VRidge 2.0 version instead of VRidge Classic
  • NOLO wired mode will no longer require setting "Gear VR" in NOLO driver's Riftcat/Trinus. switch. We still recommend using "Gear VR" because it works better for most of the phones.
    • In "Cardboard" mode you will be using NOLO rotational sensor.
    • In "Gear VR" mode you will be using your phone's rotational sensor along with latency optimizations and tracking prediction to make latency lower. It's not limited to Gear VR devices and can be used by any phones.
  • If VRidge is not able to start network server, it will now try to close previous VRidge processes to make sure old instance is not locking network port. If it doesn't help, it will display "Check your firewall" popup.
  • Updated help center link if VRidge can't access game's surface because of NVIDIA Optimus tech.
  • VRidge will now redirect user to install Media Feature pack for Windows if it detects that Media Foundation is missing. Previously it crashed with "mfplat.dll" error.
  • VRidge will no longer crash on startup along with Riftcat due to rare race condition.
  • VRidge will no longer crash on video keyframe request (specific GPUs only).
  • VRidge standalone/diagnostic mode will no longer crash on systems with disabled desktop duplication API. It will now instead wait until SteamVR starts instead of displaying desktop stream.
  • VRidge will no longer crash because it incorrectly defaulted to Quick Sync encoder on systems where Media Foundation's Quick Sync is not supported (Windows 7 or Intel <4th gen)
  • RiftCat client will no longer crash due to random race condition after disconnection when it tried to display "Disconnected" toast.
  • RiftCat client will no longer crash if you click on "Login" during popup close animation.
  • Fixed Android crash that could occur when your restarted Android app mid-stream.

Remember that you can follow the current development progress on our public Trello board:

We hope that this Beta version won't contain too many issues and we will be able to bring it to everyone as soon as possible. Thank you guys for your continous support!

Friday, March 2, 2018

How to help us translate VRidge

Join as translator and contribute to our translation effort. You can do so by following this link or pressing the button below:
We are using CrowdIn translation platform. When you will visit the website you will see a list of languages that we are currently translating into.

Select the language that you would like to translate and you will see available files list. It will show you the overall progress of the translation effort. If you want to start quickly, not minding the file that you are going to work on - simply press “Translate All” button.

After choosing “Translate All” or any other translation file you will be prompted to log in. Creating an account at CrowdIn is completely free.

After your login, you will see the translation dashboard. On the left side, you will see the translation strings - they represent various texts across the VRidge app and it’s ecosystem. 

You can filter them out by pressing the filter button. On default - the system will show you the translations strings that are not yet translated so you can start right away. You can also see already translated string and provide proofreading.

The middle of the screen is the place where all the translation takes place. You will see the original english text at the top. A lot of the strings will contain a screenshot which will hint you where is the translated text placed.

You can simply type your translation into the “Enter translation here” field. By pressing “Save” button you will submit it for approval.

At the bottom you can see some automated suggestions and see how the string looks like in other languages translations.

And finally - on the right side you can type in your own comments to the translated string to provide information and communicate with other translators.

Final words
If you wonder why there is no Polish language available - it’s because we are a polish company and we got it covered :)

Don’t worry if there is no way to fit the translation in the same space as original text. We will evaluate all translations within VRidge to see if they fit - we will adjust the UI accordingly.

Thank you for helping us!

Tuesday, January 30, 2018

Dev Update #36 - VRidge 2.0 is LIVE!

VRidge 2.0 is now LIVE

The update that everyone was waiting for is finally here. As the codebase got significantly changed, VRidge 2.0 has to be installed as a fresh install. You can keep both VRidge Classic and VRidge 2.0 installed simultaneously.

To install VRidge 2.0 - simply go to and install RiftCat.

Or download new client from here:
Note: Remember that new mobile app is also required. Link available in RiftCat client or HERE

To learn the basic of VRidge 2.0 usage - watch our instructional video

PC side setup design

We’ve made everything from scratch and introduced a design that puts all the setup on the PC side. This means that you won’t have any issues using VRidge no matter which device you choose. You can use All-in-one headsets, GearVR or even the simplest Google Cardboard. In the future, we will expand on this concept even further!

Note: We left one input on mobile. Just tap the screen and you will recenter your view. You can also set a custom hotkey in RiftCat options.

New UI

Completely new UI that makes VRidge even easier to use. Logging into RiftCat is no longer obligatory so if you want to introduce VRidge to someone - it’s going to be faster. RiftCat client is now significantly lighter - going down from over 50MB to just 8 MB.

On the fly settings

You can now change the stream quality settings on the fly during streaming. If you want to squeeze the best performance with superb visual quality you no longer need to do the tedious task of restarting VRidge hundred of times.

Moonlight Support

If you want to try other streaming methods, we have made Moonlight streaming available. You can find a guide on how to use it HERE.


Integrations will let us extend VRidge capabilities in easy to use ways. Expect more with the next updates!

Multilanguage support

Thanks to multi language support, we will be able to spread accessible VR to even more people. For now we have Polish and English languages. Let us know which languages would you like to have next!

We are thankful to all Beta testers who helped us bring this update to everyone. Thanks to you guys we've been able to fix most of the bugs - expect more features with the next Beta update. 

Check out what's coming on our public Trello board:

Thursday, January 25, 2018

Update changelog: 2.0.3

2.0.3 is release candidate for 2.0 stable release, which will happen on Tuesday, January 30th.
Full blog update will be posted on Tuesday but we're posting a quick technical changelog today.

Both mobile app and desktop app need to be updated to 2.0.3 to work together.


Added / Changed:

  • Added IPD and Scale sliders, adjustable mid-stream.
    • You can fine-tune viewport to match your custom lenses. It works with Daydream, Cardboard and Gear VR backends.
  • Added Tracking Prediction slider.
    • Bigger prediction window results in a faster response but high values are more likely to overcorrect, resulting in a rubbery judder. Default is configured for 60ms of total motion-to-photon latency.
  • Added Streaming Mode selector.
    • Default will prioritize keyframe delivery to keep a good balance of latency vs artifacting but you can prioritize latency or artifacting countermeasures.
  • Console window was hidden.
    • You can still the same log in Logs/VRidge.log file. The console window along with extra diagnostics will still appear when started in standalone/diagnostic mode.

  • SteamVR will now report real selected FPS instead of 60. 
    • This is useful for third party VR software which relies on SteamVR-provided HMD FPS.    

  • Disabled SteamVR's async reprojection in VRidge driver. 
    • It doesn't change anything in our driver workflow but fixes crashes for some people.

  • Installer was updated to match new color set.
  • VRidge PC server will now use a bit less CPU.
  • Added splash screen during RiftCat launcher startup.
  • RiftCat launcher will now remember whether you selected WiFi or USB as a connection method.
  • Logs will now be rolled into one file instead of individual file for each session.


  • Play SteamVR button won't become disabled (unclickable) when VRidge exits incorrectly.
  • HEVC (aka H265) will now work correctly on Galaxy S6 and some other phones.
  • VRidge mobile will no longer crash on screen tap in certain cases.
  • FreeTrack tracking won't interfere with API tracking (NOLO and other custom API clients)
  • Moonlight (rooted edition) will now be properly detected as viable Moonlight app in Moonlight mode.
  • Moonlight mode will no longer crash on Maxwell NVIDIA GPUs when NVENC wasn't selected.
  • Sound streaming should no longer cause additional latency with new default Streaming Mode (which only prioritizes keyframe delivery).
  • Fixed text rendering issues with certain Xiaomi phones.
  • Fixed Windows firewall rule not being set correctly for RiftCat.exe.

This build will move to stable channel next week and replace default 1.3 installer. Both 1.3 and 1.5 versions will continue to work if you want to stick to the old version. NOLO wireless mode will be brought back in v2.1 in February/March.

Thursday, December 7, 2017

Dev Update #35 - VRidge 2.0 Beta is here!

This is the biggest update so far. VRidge got rewritten from scratch and it has to be released in a different way than our usual update method.

Remember that this is a Beta version of VRidge 2.0 - we need your feedback to fix all potential issues that might come up (there are over 10 000 different Android devices out there - it’s hard to test them all). Please send us feedback, suggestions and bug reports to - it is crucial if we want this update to become a success.

You will be able to track the progress of the bug fixes on this public Trello board: 

What you will find in the VRidge 2.0 Update?

Completely new user interface 

New design with user experience as primary objective. Registration will no longer be required to try VRidge!

Possibility to change quality while streaming 

Need to find the perfect setup? You will no longer need to restart VRidge endlessly to find most suitable settings. Just use LIVE streaming settings to optimize your VRidge experience (advanced live settings are also available).

Much better stability 

Completely new software architecture allowed us to make VRidge software much more stable. No more full software restarts when something fails.

Integrations support (easy add-ons to VRidge) 

We now have much better tools to integrate third party solutions. More on that soon!

Moonlight support 

If you have a modern NVidia card you can use Moonlight streaming instead of VRidge. You might receive better results in terms of latency and image clarity. To learn how to use Moonlight with VRidge - read about it in the Moonlight Basic Guide. 

Multi-language support

We have implemented multi language support. We support English and Polish languages for now. Tell us which languages you would like to see. More coming soon!

Some other stuff 

We won’t spoil everything. You can discover more changes by joining the Beta :)

Minor patches

  • Added diagnostic mode counters (
  • Added native error logging
  • Added custom FPS that can be set in config mid-stream (won't persist through restart, just for testing purposes now)
  • Fixed FPS setting not changing VR FPS which caused increasing latency
  • Fixed installer freezing at 80%
  • Fixed crash loop after switching encoders
  • Fixed Riftcat not being able to stop SteamVR if SteamVR was started as an admin
  • Fixed Oculus SDK games crashing when running without admin.
  • Fixed FreeTrack sometimes crashing app.
  • Fixed NOLO wired (desktop driver) positional tracking.
  • Fixed trial timer sometimes ticking down incorrectly (visual error only).
  • Fixed resolution sometimes not refreshing in UI in basic mode.
  • Fixed file lock problem causing both apps to lock up if error was encounter during settings change.
  • Fixed moonlight distort not being refreshed when .cfg changed.
  • Fixed background update check crashing RiftCat client when Internet went down mid runtime.

The instructions below will help you join the VRidge 2.0 Beta program. 

RiftCat Client (Windows side) 

The client got reworked completely. That’s why you need to install separate application to join the Beta. You can find a RiftCat 2.0 Beta installer HERE or by pressing the button below:
Install the client like any other Windows program. The installer is fairly easy to use and should get you up and running fast.

VRidge App (normal Android version) 

The mobile VRidge 2.0 application is also distributed through a separate channel. Please follow this LINK or by pressing the button below:
You will be prompted to install separate VRidge 2.0 application. Google Play will install the VRidge 2.0 App on your phone after your acceptance.

You can now connect this newly installed app with RiftCat desktop Beta client - enjoy and let us know if you encounter any issues.

VRidge App (GearVR version) 

The VRidge 2.0 application for GearVR can be found on Sideload. Just follow this LINK or by pressing the button below:
The installation process is the same as in normal installation of VRidge for GearVR. To learn how to install applications from Sideload, simply read this guide:

Friday, November 3, 2017

Dev update #34

In short

VRidge 2.0 will be released to beta channel in few weeks. NOLO update won't require hardware firmware update but will be delayed until 2.0.

Full version

NOLO update


When we released NOLO wireless update we estimated that we will be able to release another update in September that will contain rest of the features that were missing from the initial update. As you already know, we missed this deadline by two months. The following post is not an excuse because we definitely could have handled this better. Here's the story behind the delays.
We originally designed VRidge-API in early 2017 as a part of our shared vision to make NOLO work with VRidge seamlessly. Basically, it's an open interface that allows anyone (with some basic coding skills) to seamlessly intercept and manipulate VRidge tracking in any way. You can override rotations, positions, offsets, correct drifting, send controller data, etc. Everything will be automatically combined with whatever is sent from mobile phone in a non-conflicting way.
After it was ready, NOLO developers decided to take a new approach. They designed their own SteamVR driver that sends some of data directly to SteamVR (controllers) and some to VRidge (head data). This was released as NOLO windows driver delivered as their software installer package. This had some benefits and drawbacks. One benefit is making their hardware compatible with other SteamVR HMDs. The major drawback is that we had pretty much zero control over problems happening in this scenario. We were trying to support this mode both with support advice and some patches on our side but in the end - major part of this codebase was simply not accessible.
After some time, we decided to develop “NOLO wireless mode”. We changed VRidge API so it can be accessed over Wi-Fi. We then decided to create full NOLO windows driver equivalent on the Android side so we can control all data flow. This was supposed to allow us to fix bugs in a less hacky way. Open specification of VRidge API allows anyone (including NOLO or any developer) to connect ANY hardware connected to Android with VRidge. Our implementation was released with 1.5 for both Gear VR and Android.
Nevertheless, even with rewriting the driver on our side, we encountered quite a few challenges. The only way to communicate with NOLO hardware on the Android side is the NOLO Android SDK. We decided to use it but this has resulted in few minor and major challenges.


The initial release wasn't working at all for nearly all of the people
It turned out that we were developing using a version that was behaving in a different way than consumer sent units. After we reported this we were sent another hardware kit with CV specs.
Our fix: We corrected the comms shortly after it was reported thanks to few helpful users that sent us diagnostic data from their CV units before our new hardware kit was shipped.
Random controller button press events are triggered every now and then
This is caused by NOLO Android SDK returning data that is randomly simply wrong. Based on our experience - the longer the devices are turned on and the more of them are communicating at the same time, the more likely it is for SDK to send random button presses. It can manifest itself usually with random SteamVR screenshots being triggered. All button states are stored into single number encoded as a 32-bit bitmask. This bitmask turns into something like 10011011101101010111011001111001 (some random buttons pressed) instead of 00000000000000000000000000000000 (no buttons pressed). Screenshot combo requires only two bits to be set, so it's highly likely that this random number will land a screenshot combo.
Our fix: We added filtering that requires the same bitmask to be set for at least two consecutive frames. This added extra frame of delay but filtered nearly all of those random bit flips.
Our fix #2*: "Nearly all" was not enough because for some users it was still happening (silicon lottery – not all units work equally good). We decided to add a configurable filtering window size (3-10) frames to de-noise the button input.
Wireless mode wasn't working with ceiling mounts properly.
This was caused by lack of any configuration/setup with NOLO hardware. With Valve Lighthouse there's a setup stage where all Lighthouse devices communicate with each other to automagically prepare 3D representation of the room. With NOLO Windows driver you had to swap a DLL to trigger ceiling mode because there was no configuration step. You had to physically alter the code (the DLL) to switch it every time you made changes to your NOLO base station position.
Our fix*: We added a checkbox in mobile settings that triggers the celling mode by transforming the room coordinates from front-facing scenario to top-down scenario.
NOLO hardware is hard to use with multiple apps installed that can use NOLO hardware on the Android.
This is caused by Android SDK architecture. Most hardware products are split into driver and whatever uses the driver. For example, Vive has a runtime (SteamVR) and API (OpenVR). Multiple OpenVR programs can use hardware or act as games while SteamVR resolves all conflicts. The exact same scenario applies to Oculus Runtime/Home and Oculus SDK or even VRidge.exe and VRidge-API.
NOLO works in a different way. Driver/runtime and client/access layer is mixed into single Android binary (it's even more complicated on the PC side but that's another story). With Android it caused conflicts because you had to always ask Android OS to grant USB permission for NOLO hardware. It became quite annoying during development because clicking on the same box every single restart is not the best UX. We then decided to make use of "Remember this decision" checkbox so once VRidge was granted NOLO hardware access, it was always auto-started when it was connected with permissions.
This turned out to create another problem because Android doesn't allow two apps (for example VRidge and some native NOLO android app) to both have access to the device. You now have to go to app settings and tap "Clear Defaults when you wanted to switch NOLO-using apps (even VRidge and VRidge for Gear VR). This could have been resolved by some sort of authoritative NOLO runtime/service on the Android side and we hope that something like this will be created in the future to prevent app conflicts.
Throwing motion does not work in some games.
Throwing can be implemented in several ways. The recommended way for SteamVR games is to ask controller for its velocity and acceleration and transfer the values to thrown objects while detaching them from the controller's grasp. That's kind of how physics work and it is the most accurate way to create a throwing motion. Unfortunately, the NOLO controllers were not providing acceleration and velocity at all and therefore - throwing in some games resulted in grenades dropping right down your feet.
We won't go into details of the long story of multiple NOLO SDKs and firmware updates taking over a month of trial and error changes to make it work at the hardware level. Adapting to every set of changes took a lot of time and eventually - none of these changes were good enough to be released.
The technical root cause of most of the problems in this story is the fact that providing acceleration and velocity triggers SteamVR positional interpolation that makes the controllers movement smoother. Unfortunately, those values need to be perfect - otherwise it causes a lot of terrible jitter of SteamVR trying to adjust position and velocity that are not in sync with each other. As you may have noticed with all those delays - this did not work out.
The throwing motion was the most time-consuming thing that delayed the whole update. This has also delayed all other fixes marked with * because we were always switching SDKs and firmware and it always seemed that the final working version is just around the corner. Now that we still can't define how far “the corner” actually is, we decided to go another way. We are dropping the idea of relying on firmware update that adds velocity hardware data and do it our own way. It might be not 100% physics accurate but at least it will throw your grenades in the correct direction.
The challenges listed above are only several of the technical obstacles that we had to overcome.

NOLO changes release date

This is basically "long story short" version of the above paragraph in case you skipped over the explanation and only want the most important info from your perspective. The new approach to fix throwing problems will delay the nolo update until 2.0 update. We could have taken few days to reimplement it now but this will delay 2.0 version which is a priority since only few percent of VRidge users have NOLO devices.

VRidge 2.0


As explained before, the whole NOLO integration thing took way longer than we expected. It pushed back 2.0 ETA from Q2 to Q4 – that's a lot. Fortunately, we weren't focused 100% on NOLO. There were multiple periods where we waited for new 3rd party update and we took the time to continue working on 2.0. The current scheduled beta release date is late November, maybe early December. We still have few external events that might divert our attention for few days but we should be able to make it in late November.


2.0 is mostly about stability and creating a better groundwork for future improvements. RiftCat was initially developed as a VR downloader, "Steam for VR" of sorts. This was before SteamVR/OpenVR was even a thing so we had quite a few people using it and over 100+ games available for DK1/DK2. VRidge was created as an extra tool for people without real HMDs to experience those games. There was no positional tracking and no controllers back then, when we started working on it. It was pretty good plug and play solution that allowed you select Oculus game and just launch it.
Then things started changing, SteamVR became a major player in the VR industry, positional tracking became a standard, runtimes became much more complex, motion controllers were shipped. This caused a lot of refactoring on the VRidge side to adapt to the industry that was developing in a lightning speed. There are still hundreds of games that were great for DK1/DK2 but they are unusable now because they were not adapted to breaking changes of VR runtimes.
This caused a great deal of dirty hacks caused by quick refactoring. Those kinds of quick fixes stack up and slowly become a monster that is hard to maintain.


No more cascading crashes
We want to solve those problems by decoupling a lot of things that are dependent on each other now. We know that with current VRidge version one thing going wrong can cause entire chain of crashes resulting in a need to restart of VRidge, RiftCat, SteamVR, game that you have been playing.
Settings adjustable on the fly
Some settings will be changeable on the fly. Not all of the settings can be changed dynamically but some of them, like bitrate, can be adjusted easily without restating a thing. This will allow greater ability to find your best settings.
New Android app
Completely redone with new unified renderer designed for Daydream, Google Cardboard and Gear VR. One codebase that will automatically switch backends depending on your phone capabilities. We still need to test it on wider set of devices but generally the whole thing seems to run smoother than 1.x versions.
All settings on the PC
You won't need to switch between PC and mobile apps back and forth to adjust settings – all of them will be stored on your PC and sent to the mobile along with the stream.
Desktop mirror and new latency timings
This is a groundwork for time warp and “fake 3D” and latency optimizations. We're creating 2.0 as an expandable platform that we can continue improving with post 2.0 update. We created a desktop mirroring mode to test it with some high-framerate cameras. This mode will be disabled by default as it's currently serving debug and diagnostic purposes but we might leave an option to enable it if you want to test streaming only.
We also might share some of the 240 FPS recordings in the next posts that will come in few weeks because seeing “instant” screen refresh going slowly from the top to the bottom of the screen is very interesting.
Moonlight mode
We mentioned decoupling modules in 2.0 and this is one of the major features that will benefit from it. You will be able to run VRidge as tracking-only service and start NVIDIA GameStream that will stream properly formatted window to your phone running Moonlight.
HDMI support
The window mentioned in paragraph above will also allow you to send properly formatted stream to any display that you have attached to your GPU, including DIY headsets with HDMI passthrough. Tracking will have to rely on VRidge-API or VRidge running in tracking only mode the background.
New RifCat client
We're removing all the things that are very rarely used like game library/downloads. These games mostly serve as demos and a quick way to test. We still leave an option to run non-SteamVR old Oculus SDK games because there are some experiences that weren't ported to new runtimes and some people still ask for help with them through our support channel.
New client will automatically start VRidge in the background and begin pairing/connecting to be ready for the moment SteamVR is started. It will remember your phone, your settings and will take a lot less clicks to get VR running.
The client will also allow for an easier integration of “plugins”. For example, PS Move could be one of those plugins. We already have few of them in late stage of development, so you will hear more about those integrations post 2.0 release. Some of them might turn out as a great addition.

No registration required
Less registration forms and formalities. Just download it and start testing VRidge.
…and more
Those are the features that are scheduled to be released in 2.0 update. Most likely all of them will make it to beta release in few weeks unless we find some game-breaking bugs. Of course, as with every new release, new bugs will arise but we will continue directly updating beta app to make it stable ASAP (by the end of the year) and start working on the 2.1 in December/January.

Post 2.0

There will be two major focus points post 2.0 – time warp / latency optimizations and iOS. Both of them will greatly benefit from more adaptable codebase of 2.0 release so that’s why we wanted to finish it first.
We also want to look into ARCore. It’s available as preview SDK by Google and it seems that it has great inside-out positional tracking capabilities. We really want to know if camera feed decoding & processing will leave enough room for our VR stream decoding & processing. If it’s viable, it might greatly enhance mobile VR immersion. Moving in VR really adds a lot to the experience.
We still have fake 3D on our task board but optimization and iOS will be a higher priority.
We are really sorry that it takes us so long to bring you an update. Please, just give us a few weeks more and we will deliver. This will be the biggest update that we ever shipped for VRidge.