Oculus Quest 2 Runtime Not Working/Switching to OpenXR
I'm stumped. I checked the Meta website to see if anyone has had a similar problem--and/or solved it. Sure, people have had their issues solved, but not me. As of now, I've updated my drivers (both headset and laptop), and restarted and updated everything I could think of. I also went through the SteamVR route, which didn't help either. I checked the developer portion of SteamVR settings and still couldn't switch it the runtime correctly. I went over to device manager, and made sure the USB ports were turned on and all that, weird things that Meta themselves suggested to another plea for help. Additionally, I installed the OpenXR toolkit off of the Microsoft webstore. Nothing much there... I'm going through all this because I just wanted to solve my Pavlov screen jitter issues--now I'm in a world full of problems 😕 Any help would be appreciated, please let me know!1.9KViews3likes2CommentsmaxSwapchainSampleCount is 1 on Quest 2? No multisample swapchain images?
With deprecated Oculus API, it was possible to submit multisample textures. Now, with OpenXR, xrEnumerateViewConfigurationViews() tells that maxSwapchainSampleCount is 1. It means it's impossible to create multisample swapchain images (XrSwapchainCreateInfo.sampleCount must be 1). Is that correct? So, the only option is to render to other multisample framebuffer, then do `blit` to swapchain image?4.8KViews2likes6Comments- 1.3KViews0likes0Comments
**Solved** Oculus Entitlement Checks with OpenXR ue4.27.0
I wasn't enabling the Oculus Online Subsystem 😓 .. that took way longer than it should have to fix *** Previously, I would use the 'Oculus VR' plugin Verify Entitlement node. In 4.27, we now have the 'Oculus OpenXR' plugin, and this node is no longer available. We are told explicitly to "Disable the Oculus VR plugin when enabling" the 'Oculus OpenXR' plugin.. sooo.... how am I to do the required entitlement check?? Any and all help greatly appreciated.1.3KViews0likes0Comments