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OpenXR hand tracking ext not available

aaronshahi
Honored Guest

Hello all,
I've been trying to enable OpenXR hand tracking feature with Quest 2. However, I keep getting:

XR_EXT_hand_tracking is not available from the OpenXR runtime or any upsteam API layer.

 in the logs and the hand tracking ext is nowhere among the extensions and layers.
Tried to fix the issue on OpenXR forum, but the issue doesn't seem to be on their side as WMR runtime successfully loads the extension. 

Logs:

[OXRTK] 2022-08-21 16:36:49 -0400: OpenXR Toolkit - GA-1 (v1.1.4)
[OXRTK] 2022-08-21 16:36:49 -0400: dllHome is "C:\Program Files\OpenXR-Toolkit"
[OXRTK] 2022-08-21 16:36:49 -0400: OpenXR-Toolkit layer is active
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_D3D11_enable
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_D3D12_enable
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_opengl_enable
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_vulkan_enable
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_vulkan_enable2
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_composition_layer_depth
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_win32_convert_performance_counter_time
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_convert_timespec_time
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_composition_layer_cube
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_composition_layer_cylinder
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_composition_layer_equirect
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_visibility_mask
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_composition_layer_color_scale_bias
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_EXT_win32_appcontainer_compatible
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_OCULUS_recenter_event
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_OCULUS_audio_device_guid
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_FB_color_space
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_FB_display_refresh_rate
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_OCULUS_ovrsession_handle
[OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_OCULUS_perf_stats
[OXRTK] 2022-08-21 16:36:49 -0400: XR_EXT_hand_tracking is not available from the OpenXR runtime or any upsteam API layer.
[OXRTK] 2022-08-21 16:36:49 -0400: XR_EXT_eye_gaze_interaction is not available from the OpenXR runtime or any upsteam API layer.
[OXRTK] 2022-08-21 16:36:49 -0400: Application name: 'OpenXR Explorer', Engine name: 'None'
[OXRTK] 2022-08-21 16:36:49 -0400: Using OpenXR runtime Oculus 1.75.0

 

aaronshahi_0-1661114230929.png


Has anyone experienced a similar issue? I appreciate your comments.
Thanks!

2 REPLIES 2

johnkearney
Oculus Staff

Thanks @aaronshahi  - I reached out to OpenXR Toolkit folks to ask them to update their document.

In short, XR_EXT_hand_tracking is not generally enabled for Meta Quest Link. It is available on Meta Quest Link for registered developers only - and it must be enabled using Oculus desktop app: the toggle Beta > Developer Runtime Features must be enabled.

Thanks,
John

Any updates on this? I don't understand why we can't make PC VR games with hand tracking without asking users to enable developer mode. I just don't see what the problem is. It works perfectly fine but Meta seems to hate PC VR game developers. It's the only conclusion I can make. Same for eye tracking / body tracking on PC. . No local dimming on Pro over Link either. Please make all these extensions available w/o gatekeeping them in dev. This kind of stuff really hurts Meta's credibility and reinforces people's impressions that you're out to kill PC VR and only care about this stuff insomuch as it helps avoid slow Android iteration times, but you're meant to ship the games on standalone in the end. I can't see any other reason for this strategy. If standalone games can use hand tracking and that's not been a beta feature for years now, why can't PC VR games? I just don't understand this company at all.