Code base for Quest 2 + OpenXR + Vulkan works fine however
testing/development on Quest 3 seems like this combination is not yet
supported. Some online searching suggests this is indeed the case. Can
anyone confirm/deny this and more importantly give...
Any chance on getting a reference implementation for Vulkan Foveated
rendering (fixed or dynamic) within an OpenXR context? Been working
through implementation with XrSwapchainCreateInfoFoveationFB and flags
set to XR_SWAPCHAIN_CREATE_FOVEATION_FRAGM...
In general for Quest/Quest2 development is it better to render to larger
eye textures and let the layer compositor sample or to render to device
(recommended) sized eye textures with multi-sampling in the render pass?
Simple YES/NO requested. This should be enabled in OpenXR 1.0 although I
get the following: E/OpenXR-Loader: Error [GENERAL | xrCreateInstance |
OpenXR-Loader] : LoaderInstance::CreateInstance, no support found for
requested extension: XR_KHR_vulkan_...
Is there somewhere that lists the supported features and capabilities
available through the Oculus implementation of OpenXR? Additionally some
tutorials/code snips would be very welcome for items such as MultiView
and setting the frame rate.
Further to last, as an example using the mobile SDK I have added
XR_FB_display_refresh_rate to my instance extensions and verified they
are enabled via the loggerI/OpenXR: xrCreateInstance: Extension
XR_FB_display_refresh_rate enabledhowever
xrEnumer...
Okay, I had tried to use vrapi_SetTrackingSpace(appState.SessionObject,
VRAPI_TRACKING_SPACE_STAGE) at the start of my rendering which didn't
work, however if I make this call every pass before getting the tracking
the problem is solved!
A bump on this, the latest PC SDK 1.43 not longer throws when creating a
swap chain with an array size of 2, can anyone confirm/deny that you can
now pass a texture array to the compositor (like the mobile sdk allows)
before I spend a bunch of time r...