Hi, it's been a year now since Quest Pro was released. I bought mine
originally to develop, amongst other things, dynamic foveated rendering
in my PC VR game. Now, I was told previously by @johnkearney that Quest
Pro over Link only supports XR_FB_eye...
I thought I created a post about this already but I can't see it
anywhere. Anyway, I've been trying to run the new XrHandsAndControllers
OpenXR SDK sample in v56 SDK on my Quest Pro, and build.bat won't even
compile.I get this error: Aside from that,...
Hi, I was told that Touch Pro would support simultaneous hand and
controller tracking (for 1 free hand and 1 controller with buttons,
which is very convenient), This would be my #1 request.Touch Pros should
work on Quest 1, 2 and Pro, not just Quest ...
Hi, I bought the Quest Pro and love it, and develop for both PC VR and
Android.I would like to know if Local Dimming will ever work on PC
through OpenXR via Link or AirLink, or if it will be possible to enable
it in the runtime somehow, like Link Sha...
Hi everyone, I posted a demo, with full source code, of waist-oriented
locomotion on my company Twitter page, here:twitter . com / BattleAxeVR
/ status / 1597478314893266944source here:github . com / BattleAxeVR /
OpenXR-SDK-SourceWorks on Android AN...
By the way, simultaneous hands and controllers still doesn't work
properly on v59 on standalone mode, only on Link/AirLink.I can't even
get the v59 Android samples to build...we need some simple, step by step
instructions that don't require a PHD or ...
It's pretty clear the whole "we've got our best men working on it. Who?
Our "best men"" means this will never get fixed. I gave up and I suggest
other PC VR devs do the same and focus on open source alternatives to
AirLink.
Yes! You're absolutely right, I made a mistake, it is indeed the
XR_META_foveation_eye_tracked extension that we need for DFR. But it's
sadly not available over Link/AirLink, and to be honest, I'm tired of
waiting for Meta to do anything about it, an...
It doesn't actually work correctly on Quest 3, which I just got
yesterday, on standalone builds. It DOES work on Quest 3 and Pro over
Link/AirLink, though. But on standalone mode, the extension is
enumerated and returns that it's supported, as soon a...
Update, I was told by the author of the OpenXR Toolkit that his solution
to provide generic eye-tracking is simply a wrapper around Meta's OpenXR
runtime that provides the social gaze extension only. So the latency
would be the same either way. Sigh....