05-14-2024 09:06 PM
There are two option for OpenXR API in UE's Project Settings. One is Oculus OpenXR and another one is Epic OpenXR.
I use VRE plugin and if I use Oculus OpenXR, I completely lose hand tracking functionality provided by VRE (which is amazing btw). If I use Epic OpenXR, I get everything I can wish for, except for some reason game's colors are washed out and who knows what else I miss out on (whatever special sauce Oculus OpenXR has over Epic's OpenXR).
So, I am wondering what do I lose by going with Epic OpenXR over Oculus OpenXR ?
Solved! Go to Solution.
05-27-2024 05:09 PM - edited 05-27-2024 05:16 PM
05-15-2024 11:15 AM
not sure why, but that sounds like it would be the tone mapper.
05-15-2024 02:12 PM
I mostly wonder about performance differences.
05-27-2024 05:09 PM - edited 05-27-2024 05:16 PM
05-28-2024 08:17 AM
PS: talking about performance, I would highly suggest to give our latest perf improvement a try: https://developer.oculus.com/documentation/unreal/po-fork-engine-perf/
Especially, Occlusion wise, there used to be a big issue there and we just fixed it.
thanks!
05-28-2024 09:04 AM
That's an awesome and useful info, thanks!