OpenXR Development
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Hey guys!I'm the lucky owner of a Varjo VR1 and coming back to DCS right now, and to make the 80PPD work with my 3080, I'm trying to gain every FPS possible. knowing that the Varjo VR-1 has an eye tracking system in it, how can I utilize it for dynamic FOV rendering? I didn't find much online, but maybe someone has some insights here. 🙂
Hello. I am new to Quest and XR development.I have the OpenXR mobile sdk v 64 on my Windows machine, and I can run a sample such as XrBodyFaceEyeSocial as a way to see the body tracking. However, it does not seem to be using IOBT. The only other discussions and samples I can find are using Unity, and I am not planning on using Unity for my intended purpose.Is there a way to sample this feature (and therefore build my own app) without relying on the Unity engine?I checked the troubleshooting and it looks like iobt is not active when I run this sample:adb shell dumpsys activity service com.oculus.bodyapiservice.BodyAPIService\\ SERVICE com.oculus.bodyapiservice/.BodyApiService 83a0fac pid=3858 user=0 Client: <Begin_BodyApiService> { "averageHz" : 72.10499841030007, "clients" : { "com.oculus.xrsamples.xrbodyfaceeyesocial" : null }, "expectedHz" : 72.005460382112958, "fbs" : false, "iobt" : false, "num_updates_counter" : 35389
I'm stumped.I checked the Meta website to see if anyone has had a similar problem--and/or solved it. Sure, people have had their issues solved, but not me.As of now, I've updated my drivers (both headset and laptop), and restarted and updated everything I could think of. I also went through the SteamVR route, which didn't help either. I checked the developer portion of SteamVR settings and still couldn't switch it the runtime correctly.I went over to device manager, and made sure the USB ports were turned on and all that, weird things that Meta themselves suggested to another plea for help. Additionally, I installed the OpenXR toolkit off of the Microsoft webstore. Nothing much there...I'm going through all this because I just wanted to solve my Pavlov screen jitter issues--now I'm in a world full of problems 😕Any help would be appreciated, please let me know!
Hi, I would like to know if it's possible to use multimodal (hands and controllers tracked) with OpenXR package and MRTK 3.0 or if it just working with Oculus XR Plugin.Thanks you for your answer.
With the most actual version of the Meta Quest Browser (32.1) I currently face the following WebXR issues :Prerequesite: User has opened a site browser in VR modeWhen VR mode is left programatically (e.g. by xrSession.end()), the browser crahesWhen trying to navigate to another site (e.g. ) the browser does crash as wellI tested this with several WebXR frameworks and had the same issue -> I therefore assume that it is a bug in Meta Quest Browser. This definitely has worked with previous versions of the browser.Example: https://playground.babylonjs.com/#C7HSTA#5P.S.: If there is a better place to post such bug reports, please let me know 🙂
Hello, I'm trying to know how I should name and position (in the apk) the image that appears when we activate the "meta" button (Resume / Quit). Currently I found how to specify the splash image (assets/vr_splash.png) as well as the icons (res/mipmap). I'm just missing this image in landscape format.For context: I'm working on a StereoKit rust binding. The apk is produced by cargo-apk.
I'm the lucky owner of a Varjo VR1 and coming back to DCS right now, and to make the 80PPD work with my 3080, I'm trying to gain every FPS possible. knowing that the Varjo VR-1 has an eye tracking system in it, how can I utilize it for dynamic FOV rendering? I didn't find much online, but maybe someone has some insights here. 🙂
I am using OpenXR in Unity to make my app. I am making a physics based AR app, and expected to be able to access the geometry of the objects defined in the Scene Setup in the Meta Quest 3 settings. However, it seems like when accessing the Scene Model, Meta only allows certain planes to be accessed. For example, if I setup my scene with an AR plane manager, any object tagged as "Desk" will only be represented as the top plane of the desk, with no planes representing the sides of the desk. If an object is classified as a "bed" or "storage" or "other", it is just completed ignored when the Scene Model is accessed from the AR Plane Manager. The end result is the game will act as though these objects are not there in physical space, and physics collisions will only trigger against the walls (I also made a texture to visualize this behavior). I looked into the documentation at https://developer.oculus.com/documentation/native/android/openxr-scene-overview/ and https://docs.unity3
Hi,I'm working on the development of a WebXR application and I've recently noticed an issue when the input controllers are temporarily lost and "reconnected".The reconnection triggers a XRInputSourcesChangeEvent event with an "added" property listing XRInputSource objects associated to each controller that is reconnected. These XRInputSource objects are supposed to have a gamepad property but it seems that this property is not set correctly (it's null) when a controller is reconnected. The problem doesn't occur the first time the controllers are detected after the initialization of the XRSession.The problem isn't reproduced on a different browser (wolvic).Expected behavior: XRInputSourcesChangeEvent should provide an "added" property listing XRInputSource objects with a properly initialiazed gamepad property when a controller is "reconnected".Any idea for a workaround until a fix is implemented would be appreciated. 🙂
PS D:\OpenXR-SDK-Source-main\build\win64> cmake -G "Visual Studio 17 2022" -A x64 ..\..-- Selecting Windows SDK version 10.0.19041.0 to target Windows 10.0.22631.-- Enabling OpenGL support-- Could NOT find Vulkan (missing: Vulkan_LIBRARY Vulkan_INCLUDE_DIR)-- Could NOT find JsonCpp (missing: JsonCpp_INCLUDE_DIR JsonCpp_LIBRARY)D:/ovr_openxr_mobile_sdk_62.0/OpenXR/Libs/Android//-- Enabling OpenGL support in hello_xr, loader_test, and conformance, if configured-- Could NOT find glslc, using precompiled .spv files-- OpenXR 1.0.34-- Configuring doneCMake Error at src/tests/c_compile_test/CMakeLists.txt:30 (add_executable):Target "openxr_c_compile_test" links to target "OpenXR::openxr_loader" butthe target was not found. Perhaps a find_package() call is missing for anIMPORTED target, or an ALIAS target is missing?i tried to log ANDROID_ABI but no value How can I fix it?
Hello Community,I am embarking on a project that involves merging two distinct sample applications included in the Oculus Mobile SDK into a single, unified app. This process entails combining functionalities, workflows, and potentially overlapping codebases from both apps. I am reaching out for guidance on general strategies, common pitfalls, and any advice you might offer based on your experiences.If you have gone through a similar integration process or have insights into best practices for such a project, your input would be greatly appreciated. Additionally, if there are resources, documentation, or tools that you found particularly helpful, please share them.Thank you for your support and guidance. I look forward to learning from your experiences and recommendations.Warm regards,Reza
I have developed a metaverse controller that simultaneously controls space computing devices like Quest and is compatible with controllers of all platforms, available in two types: portable and board. It features an innovative input method where touch confirms finger position and press executes functions, adapting virtual interfaces according to program requirements. With accuracy, versatility, and scalability, along with ergonomic design minimizing body movement, it will be the cornerstone of metaverse expansion, offering developers high productivity in virtual environments and users diverse content across platforms. Best regards,Woo Yeol Jung
Are there any examples how to make dynamic spotlight shadows to work with movable objects with:Forward shading, instance stereo and multiview enabled. For now once i enable support dynamic spotlight shadows it doest do anthing and also 1 lens dont work at all and its grey. Directional movable light works as expected. Spoltight dynamic doest not. Any suggestion help?
Using the latest public test channel (v63) on a Meta Quest Pro and the Meta Quest Link PC app, I'm no longer able to use the hand tracking (XR_EXT_hand_tracking) and body tracking (XR_FB_body_tracking) extensions over AirLink. They have worked fine in previous versions but the extensions are no longer supported by the runtime. I have all the developer mode settings enabled and ensured hand/body tracking is enabled on the Quest Pro. Face and eye tracking still work properly though. Is there some other setting I need to turn on somewhere to enable these features or is there an issue with the latest version?
Hi,For an app that I created, I was wondering what is the maximum sampling rate that I can achieve from the IMU sensors (accelerometer and gyroscope). I am currently using a native app that Meta has published hello_xr running it on Android Studio and logging the data in logcat. However, this has given me a 70Hz sampling rate. What is the highest possible sampling in Quest 2 or 3? How can I achieve this with my app?
So recently I noticed OpenXR added support for FOV and Display Refresh Rate so I started to invest some time into figuring out how to enable them and change values in runtime. So after a week of a full mental breakdown of not getting anything at all to even get called i started to question my ability of human being. I could need some help to activate / enable this in my project: XR_FB_swapchain_update_stateXR_FB_foveationXR_FB_foveation_vulkanXR_FB_display_refresh_rate I also noticed they needed to get a featureID of packages? I really don't get where people can find those addresses. Etc: "com.unity.openxr.feature.example.intercept"So I came to this amazing forum to finally get some pro help.
Original issue:I am trying to create a normal 2D app to let the user perform some operations that are much easier to be maintained and handled in a Java/Kotlin app. Like fetch data and choosing some options, login and acquire a token, get location and etc. Then I want to send the user to an NativeActivity which starts OpenXR session and immersive part of the user experience starts. Unfortunately I can not start the native activity from the Kotlin code using Intents and startActivity. I managed to see the immersive mode for a sec but then it crashes shortly after creating XR session. I figured that there might be extra complications having native and Kotlin activities in the same app or issues in my OpenXR app itself, so I tried a simpler approach that can be reproduced easily to get help.Simplified Issue, easy to reproduce: I have `XrSpaceWarp` sample from Oculus OpenXRSDK. No change to manifest-xml or the code, It works on it's own and I can run it via `adb` :adb s
When setting up the user with auto calibration after activating body tracking the users height is often incorrect, forcing recalibration by double pressing the Quest button does seem to work for fixing it temporarily but it's not ideal if the user needs to recalibrate every time when they're already in the standing pose that auto calibrates.
Using the Native Mobile OpenXR SDK, I've setup the controller aim and grip pose actions but the returned poses when calling xrLocateSpace doesn't match the 0,0,0 point of the controller models provided here: https://developer.oculus.com/downloads/package/oculus-controller-art. "aim_pose" appears to have the correct orientation but is roughly 3cm away in the Z axis."grip_pose" is 90 degrees up and not even close to match the modelWould it be possible to provide the required transformations needed (for Quest and Quest 2) so that I can render the controllers at the correct location. I don't want to fudge the numbers.Thanks!
I understand accessing the camera image is not possible for privacy reasons (though seems that should be up to the user to decide in settings), but having a feature where you can pass a color (for example green) and a closeness % (and maybe smoothness %) and get back a mask from the camera image based on how close it is should be possible without breaking privacy. If this was possible then apps like Airlink and Virtual Desktop could have a 'green screen' function to allow you to (for example) poke a steering wheel or flight yoke out of a green screen have it integrated into a virtual cockpit.Seems like this would be a GREAT feature to help push Quest 3 as a serious mixed reality device!
I'm not sure exactly what update caused this, but it's within the last few months. The spatial anchors for my project stop getting valid poses when our Quest 3s either sleeps on their own or the power button is pressed. On wakeup, the positions and orientations don't line up where expected (it's as if we had a recenter event) and the XrSpaceLocationFlags bits are all falseFor example:XrSpaceLocation persistedAnchorLoc = {XR_TYPE_SPACE_LOCATION};XrResult res = xrLocateSpace(anchor.space, m_space, predictedDisplayTime, &persistedAnchorLoc);if (res == XR_SUCCESS) { XrSpaceLocationFlags flags = persistedAnchorLoc.locationFlags; bool valid = (flags & XR_SPACE_LOCATION_ORIENTATION_VALID_BIT) != 0 && (flags & XR_SPACE_LOCATION_POSITION_VALID_BIT) != 0; bool tracked = (flags & XR_SPACE_LOCATION_ORIENTATION_TRACKED_BIT) != 0 && (flags & XR_SPACE_LOCATION_POSITION_TRACKED_BIT) != 0; bool anchorIsVa
I'm trying to get Motion Reprojection working on a system with 6900XT GPU. Unfortunately whenever I try to enable it, it simply crushes my fps. Under favourable circumstances (90fps / 30-40% headroom) whenever I enable it, it drops the fps to 20. I tried all combination of settings: Enhanced / Original / best frame rate, 1/2 framerate, etc. / Prefer frame rate over latency on/off. Nothing works. Whenever it is enabled, my fps is crushed. https://routerlogin.uno/ I want to use Motion Reprojection as a buffer for certain conditions, but unfortunately I am unable to. It has always behaved iffy on AMD cards, but at least it used to work much better. SteamVR works flawless, but fidelity is worse.
In the oculus apliccation I can not activate de Open XR ejecution, I have done everythin and nothing
Hello everyone,I've been using TryGetBoundaryPoints in the process of calibrating multiple headsets on the same physical space without any external trackers.I'm trying to find some documentation on the points we get from the function, where are they calculated, by whom (Unity, OpenXR, Meta) and if they are sorted in a way or not. I sadly can't find any documentation, the only thing I know is that OpenXR didn't supported it 2 years prior and it feels like it is still the same.Based on my tests, I would have said that those four points are calculated from a "biggest inner rectangle" algorithm where the last step would leave 4 points with random orientation. Am I wrong to think that the rotation is random ? Why not use OpenXR XrExtent2Df width and height property to align the longest boundary wall to one of those two properties so that two kinda alike boundaries would have either a close to 0° difference or close to 180° difference (or is it managed by OpenXR?).On top of that I would like
No matter which swapchain format I specify, my OpenGL application always renders washed out. That implies that OpenGL always thinks it is rendering to a linear render target, while OpenXR always thinks I am submitting an sRGB render target. Changing the swapchain format that I ask OpenXR to create between sRGB and linear makes no difference, and neither does glEnable(GL_FRAMEBUFFER_SRGB).
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