StereoKit has been successfully using the official Khronos OpenXR Loader
for around a year now, but v62 seems to break apps that use the Khronos
loader. I've tried with OpenXR Loader v1.0.30 and 1.0.33, and both fail
the same way. If I swap out to th...
So far, Quest has been shipping with a custom Android openxr_loader. Now
that openxr_loader supports Android properly, I would love to know when,
or if Quest will support the official openxr_loader? Any news would be
great, as this would really help ...
This is when directly accessing the OpenXR hand tracking EXT in
StereoKit (not Unity). Quest 2 thumbs are about 90 degrees off from what
I expect to see from the OpenXR spec! It appears as though the thumb is
using +Y to face up from the back of the ...
I use joints plus joint radius to build pentagon tubes for the hand
mesh. It's fast, looks decent, is easy to work with, and is consistent
across platforms. It looks like the Oculus runtime is reporting joint
radius as half size or something. My fing...
So I've got code that uses the OpenXR hand tracking extension, and it
works perfectly with HoloLens 2 and the Leap Motion layer. On Quest, I
can see the extension, xrGetSystemProperties reports it as available, I
have the manifest settings configured...
I can confirm that maxSwapchainSampleCount is still reporting 1! While I
recognize that I could ignore this value, I'd prefer that it report an
accurate value. Any chance we can we get the dev team to fix this?
StereoKit's code for binding to the touch controller is over
here:https://github.com/StereoKit/StereoKit/blob/develop/StereoKitC/xr_backends/openxr_input.cpp#L498This
binds to input/squeeze/value, but not input/squeeze/click, and
xrGetCurrentInteract...
I'm also encountering this on Quest 2 when running natively on the
headset. System version reports 46.0.0.226.0.406523266.Quest 2 + Link /
PC for the same app works fine however, with Oculus App Version of
46.0.0.230.0
Setting the texture resolution scale to 2x means your device is
rendering 4x the number of pixels per-frame! In a worst-case scenario,
that could mean your frame takes 4x longer to draw.There's some
interesting relevant discussion on the topic over o...