CogSimGuy
Protege
since ‎03-29-2013
‎01-15-2024

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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.
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