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Releases: Azure/azure-remote-rendering

Release 1.2.1

06 Jul 09:23
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Important Service Updates

  • SDK updated to version 1.2.1
  • Conversion service: Fixed a conversion problem for large .GLTF models with specific usage of shared attributes, for instance when it has been generated by Centaur Sketchup glTF Exporter.
  • Model loading for runtime sessions: Substantially improved the model download speed within the loading process, which leads to significantly better overall loading times.
  • Updated hostnames for ARR connections. Instead of a long and unique hostnames for each session, the names will be lbxx.vm.region.mixedreality.azure.com, where each x is a single digit number. It is still guaranteed, that a combination of hostname and port will be unique for each session.

API Changes

  • Unity: Removed unused Streamer.h from Unity package.

Sample Updates

  • Unity Samples: Updated OpenXR packages
    • Unity OpenXR 1.4.2 => 1.7.0
    • Mixed Reality OpenXR 1.5.1 => 1.8.1
  • Showcase:
    • Updated MRTK to 2.8.3
    • Fixed warning in HandMeshEnabler.cs

Release 1.2.0

22 Jun 17:00
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Important Service Updates

  • SDK updated to version 1.2.0, because Azure Remote Rendering now supports Meta Quest 2 and Meta Quest Pro as public preview. Check out our Blog post for more information.
  • Breaking change: The new Unity OpenXR "Azure Remote Rendering" feature is disabled by default and must be enabled in the Unity OpenXR project settings after updating the Azure Remote Rendering package.

Features

  • Public preview of Meta Quest support
    • Supported devices: Meta Quest 2 & Meta Quest Pro
    • Supported graphics API: Vulkan
    • Supported Unity XR Plugin: OpenXR
    • See Azure Remote Rendering on Microsoft Learn for additional system requirements and limitations

API Changes

  • Unity package: Added "Azure Remote Rendering" OpenXR feature for HoloLens 2 and Quest. This one replaces the previous HoloLens 2 integration and removes the UWP project patching for OpenXR. Make sure to enable the new feature in the OpenXR project settings.

Sample Updates

  • Quickstart:
    • Updated project to Unity 2020.3.48
    • Cleaned up XR settings
    • Added and enabled Quest support
    • Added Android Logcat packages
  • Showcase:
    • Updated project to Unity 2020.3.48
    • Cleaned up XR settings
    • Added and enabled Quest support
    • Added Android Logcat packages
    • Added a VR environment scene that is dynamically loaded in Editor and on Quest devices
    • Cleaned up MRTK controller settings and added controller and teleportation support
    • Enabled hand tracking support for Quest devices
    • Far interaction is now enabled on app start
    • Fixed PointerToolIcon not hiding correctly. Further PointerToolsIcons will now show up on each hand/controller. Changed their tracking target, so they work with controllers.
  • Tutorial-Complete:
    • Updated project to Unity 2020.3.48
    • Cleaned up XR settings

Release 1.1.41

26 May 09:27
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Important Service Updates

  • SDK updated to version 1.1.41

Bug Fixes

  • Unity/C#: Async API calls are now guaranteed to continue on the caller SynchronizationContext, i.e. Unity main thread. This specifically effects RemoteRenderingClient and RenderingSession. Here is an example that is now legal:
try
{
    [...] // Session configuration
    arrServiceUnity.Initialize(sessionConfiguration);
    [...] // Session Start code
    await arrServiceUnity.CurrentActiveSession.ConnectAsync(new RendererInitOptions());
}
catch
{
    arrServiceUnity.Deinitialize();
    throw;
}
  • Fixed an issue that could result in server crashes when materials used values (such as for roughness) that were outside the valid range. These values are now clamped at load time, so existing models will work again without re-conversion.

Release 1.1.39

21 Apr 09:15
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Important Service Updates

  • SDK updated to version 1.1.39
  • Fixed potential service crash when using ArrInspector
  • Fixed potential session disconnect after unloading a model that consists of many parts that reference meshes with lines

Bug Fixes

  • Fixed compilation issue in file HybridRenderingPassFeature.cs in Unity 2021 or newer

Release 1.1.38

14 Apr 13:23
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Important Service Updates

  • SDK updated to version 1.1.38

Bug Fixes

  • C#/Unity: Performance of traversal in Entity.VisitEntity has been improved significantly.
  • RenderingConnection.QueryServerPerformanceAssessmentAsync will no longer stall if a large model is being loaded at the same time.

Release 1.1.37

30 Mar 12:17
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Important Service Updates

  • SDK updated to version 1.1.37

Bug Fixes

  • Fixed ForceTransparencyWritesDepth flag not behaving as expected (no sdk update necessary)

Sample Updates

  • Showcase: Fix 'model.xml' not applying 'MinSize' if 'MaxSize' is zero

Release 1.1.35

07 Mar 13:11
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Important Repository Change

  • This repository now uses LFS for the binary files, so please ensure the Git LFS plugin (download) is installed.

Important Service Updates

  • SDK updated to version 1.1.35

Bug Fixes

  • #94 : Fixed parsing the arrAccountDomain and remoteRenderingDomain if they are specified in the arrconfig.json file. (Thanks @LeGrandMAG for raising and providing a fix for that)

Sample Updates

  • Native Samples: Updated projects to be compatible with Visual Studio 2022.
  • Native Samples: Raised minimum target SDK version to "10.0.18362.0".

Release 1.1.34

17 Feb 09:08
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Important Service Updates

  • SDK updated to version 1.1.34
  • Conversion of large models is slightly faster

Features

  • Runtime API class RendererInitOptions has a new member ForceTransparencyWritesDepth which is a global override setting for each material's individual TransparencyWritesDepth flag.

Bug Fixes

  • Fixed the C++ NuGet path for Desktop Win x64 binaries

Sample Updates

  • Removed some URP leftover component from cameras
  • Showcase: Remove CameraControl from SampleScene main camera

Release 1.1.33

10 Feb 13:44
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Important Service Updates

  • SDK updated to version 1.1.33

API Changes

  • Breaking API change: struct Color4Ub is not a union of Color4UbChannels and a 32-bit integer anymore. Instead it holds the R,G,B and A components directly.

    Old:

    Color4Ub color = …
    byte red = color.Channels.R;
    

    New:

    Color4Ub color = …
    byte red = color.R;
    

    Since the conversion functions for Unity have been changed accordingly, this breaking change has been hidden behind the wrappers so there might be no compilation error within a Unity project.

Other Notable Changes

If you are using ARR with C++, please be aware that the structure in the .nupkg has changed. Headers are in the include folder and binaries are in runtimes/$(platform)/native. With $(platform) being one of win_arm32uwp, win_arm64uwp, win_x86uwp, win_x64uwp and win_x86.

Also be aware that we accidentally put the x64 binaries into the win_x86 folder, instead of win_x64. This will be rectified in the next release.

Bug Fixes

  • The data layout of XYZ point-cloud files is now validated at import time. It is now a conversion error if they don't meet the documented criteria.

Sample Updates

  • Showcase App: Pointer tool mode is now retained when placing a new model. If no pointer tool was selected before, Move All will now be enabled by default. Consequently, direct mouse input in Editor Play-Mode had to be removed from the immersive SampleScene.

Release 1.1.32

27 Jan 09:38
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Important Service Updates

  • SDK updated to version 1.1.32
  • Significantly reduced file size of newly converted arrAssets: When re-converting triangular meshes, the output arrAsset file size will go down by 30%-60% without any loss in quality or feature set. This improvement does not apply to pointcloud assets.

Features

  • DebugRenderingSettings provide 3 more properties in the API: RenderTimeStamp, RenderCustomString and CustomString. These settings are meant for debug purposes to put custom text overlays into the rendered image. This in turn can be compared against local rendered text to get a sense of ARR latencies.

Bug Fixes

  • Unity: Fixed frozen camera when disconnecting in local or passthrough pose mode (#90).

Sample Updates

  • Updated all Unity sample projects to use the Built-In Render Pipeline.