xrWaitFrame "would have blocked, skipping frame instead" every frame
I'm using a quest with link, through the oculus runtime, which opened steamVR, using steamVR's OpenXR runtime (if there's a way to more directly use a quest->link->oculus->openXR runtime, I'd appreciate learning how).
As I said: `xrWaitFrame` logs `xrWaitFrame: would have blocked, skipping frame instead` for every frame. This results in the HMD displaying steamVR's "Next Up: MyAppName" indefinitely (though the monitor rendering continues perfectly, even correctly tracking the HMD position).
When I use a valve index (so, index->steamVR->openXR) I do not get this problem, and the application works perfectly. This leads me to believe there is something strange with the oculus runtime.
The openXR documentation says that xrWaitFrame should block if the frame is being requested more than once per frame, and if it's being requested insufficiently per frame. Is there external timing required here? I was under the assumption that xrWaitFrame itself should be the driver of frame timing.
As I said: `xrWaitFrame` logs `xrWaitFrame: would have blocked, skipping frame instead` for every frame. This results in the HMD displaying steamVR's "Next Up: MyAppName" indefinitely (though the monitor rendering continues perfectly, even correctly tracking the HMD position).
When I use a valve index (so, index->steamVR->openXR) I do not get this problem, and the application works perfectly. This leads me to believe there is something strange with the oculus runtime.
The openXR documentation says that xrWaitFrame should block if the frame is being requested more than once per frame, and if it's being requested insufficiently per frame. Is there external timing required here? I was under the assumption that xrWaitFrame itself should be the driver of frame timing.
