I'm working on a native Quest OpenXR app with Vulkan. It was working
fine until the v44 update got onto our devices. Now the swapchain
initialization seems to be broken.Is anyone else using Vulkan/OpenXR on
Quest?
I've managed to set up a native Quest app running Vulkan via OpenXR. It
renders (clears the screen to a colour) - but only in Cast - the view
from the headset remains black. No crashes, Vulkan validation errors, or
OpenXR errors.What could I be missi...
I need to detect in native C++ whether the device is a Quest or Quest 2,
in order to optimize performance. What is the correct way to do this in
the API?
Following the instructions at
https://developer.oculus.com/documentation/tools/tools-renderdoc-renderstage/
I expected to see a render stage trace. But clicking the "oculus logo"
button in the Event Browser has no effect for me, and the Tile Timeline...
We've recently receive this update and it has apparently broken
OpenXR/Vulkan support - swapchains are now invalid. Can anyone tell me
how to roll back to the previous version?
First of all, Thank You!I've been trying to get 0.7.0.0 to work on
Windows 10 for several weeks, and it's only when I saw your post that I
tried this, and it works.Until Oculus gets this sorted, try using Task
Scheduler (select Schedule Tasks on Cont...