My OpenGL application is an emulator that displays on a virtual cinema
screen. The emulated game runs on a different thread and OpenGL context
than the VR cinema.It works perfectly (looking around the virtual cinema
with a blank screen) until I start...
The xrLocateSpace function sometimes takes literally forever (ie. it
never returns), making my application appear to have hung. Sometimes the
application will run correctly for a second or two before this happens.
No matter which swapchain format I specify, my OpenGL application always
renders washed out. That implies that OpenGL always thinks it is
rendering to a linear render target, while OpenXR always thinks I am
submitting an sRGB render target. Changing ...
As you know, I have the same error with the SteamVR OpenXR runtime and
Oculus Rift. I have not tested it with the Vive yet.I have a theory that
it may be related to this
bug:https://steamcommunity.com/app/250820/discussions/8/2647504242049377020/pred...
This bug appears to be new. My program used to work, so maybe you
changed something in the runtime that broke it?By the way, what's the
recommended way for getting the linear acceleration of a space? I was
going to fetch the location with velocity, t...
This also happens with the Oculus SDK natively (but only in OpenGL), and
the Oculus SDK samples take into account this weird behaviour and
manually apply a gamma of 2.2 in the pixel shader (even though the
Oculus SDK documentation says it is incorrec...
Can confirm. Time deltas are off by a factor of 10 on Oculus Runtime,
but work correctly on SteamVR runtime.There must be a typo in Oculus's
code where someone accidentally typed 100000000 instead of 1000000000,
and nobody noticed (for obvious reason...
No! It should make him a normal sized man for everyone. IPD is adjusted
in the Oculus drivers, we're not using the same IPD for everyone (as far
as I know). VR is nothing like 3D Vision. In VR there's a correct answer
that everything has to match. Th...