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Quest Pro OpenXR extension: XR_META_local_dimming. Will this ever work over Link/AirLink?

BattleAxeVR
Level 4

Hi, I bought the Quest Pro and love it, and develop for both PC VR and Android.

I would like to know if Local Dimming will ever work on PC through OpenXR via Link or AirLink, or if it will be possible to enable it in the runtime somehow, like Link Sharpening is.

I paid good money for this headset and I expect all its features to work on PC. I'm a pro developer and need PC vs Android builds to have visual quality parity and local dimming missing on PC is a glaring oversight, in my opinion. It's simply unacceptable to spend 2000$ and not be able to use local dimming for PC VR games and apps.

If we can't enable it at a platform level on the headset itself, then if could at least consider a way to add it to Link / AirLink options in a similar way that LinkSharpening was, that would be great. If not, allowing us to enable it through OpenXR as it is on Android, would be fine as well.

If this isn't done by my Amazon return window of Jan 31st, 2023, I will be returning the Quest Pro for a full refund as it's not providing access to all its advertised features. I'm kind of surprised it's even enabled this way at all, even on Android. In my opinion, this belongs in the system settings on the device so you can immediately benefit from it, even in older Quest games (or over Link), that will never get updated to support Pro-specific features. Honestly the entire approach is kind of strange. I get that it adds a bit of processing overhead, but that's why users should be able to disable it in a control panel somewhere. But not being able to use it on PC at all is just wrong, and forcing devs to implement it just to turn on a generic contrast enhancing feature seems like a way to guarantee it will hardly ever get any use, even on standalone apps. I honestly don't get it. Pimax implemented local dimming in their new Crystal headset and it "just works" 24/7, no code required. 

Please consider fixing this or changing the approach, it seems backwards to me. A better place to put it would be next to the place where you select the headset's colour space (rec 709 or rec 2020), in the experimental section.

I just want to be able to use features I paid good money for, local dimming not working unless it's explicitly coded seems like a drastic mistake to me, I don't think any other HMD will do it this way because it makes no sense, honestly.

3 REPLIES 3

CDawes
Level 4

This is also a major annoyance for me, as it was one of the reasons we upgraded. How are we supposed to develop when we won't know what the final image will look like? And why are we locked out of features that were advertised. 

The Quest Pro seems rushed and unfinished, and I fear we may be forgotten as it's a niche product. Usually, the support from Oculus post-launch is amazing.

 

BattleAxeVR
Level 4

That's a very good point, and IMO likely the main reason why they would bother implementing local dimming over Link / AirLink: because of standalone devs' needs to be able to get the same visuals. So everything is about standalone, not PC VR which they seem to not care (or care much less) about. I was told this by a Meta rep a couple years ago, the main reason Link is even still being developed is because it helps Android iteration times for standalone games. 

 

Anyway, Meta has a couple weeks left to make an announcement or respond here that it will be fixed at some point (not that it must actually be), for me to decide whether to refund my Quest Pro. I didn't pay 2300$ to not be able to use all its features. I can't use the generic OpenXR extension for eye-tracked foveated rendering over Link, either, and that's an even bigger dealbreaker for me. I really need that for my game, otherwise I'll just go back to working on Quest 1 / 2 instead.

TBH, I don't think local dimming on Quest Pro is all that great or effective anyway. I can toggle it on/off in  CloudXR and when I'm playing SkyrimVR in dark dungeons, it barely changes anything. I can see the halo / glowing around brighter objects in the foreground on top of a black background, but in mixed content it seems to make virtually no difference to the final image contrast. My Quest 1 still looks much better to me than Quest Pro in terms of dark dungeon scenes with mixed-in bright zones.

BattleAxeVR
Level 4

Refunded my Quest Pro already and advising all my fellow devs to not bother with it. Quest 3 won't even have eye tracking or local dimming or even Touch Pro controllers so practically nothing of "early access" dev value is even on offer here that would trickle down to Quest 3. Quest 4 maybe but by then who knows what the market will be like.