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In WebXR, when running VR session, it has multiple views - which basically runs renderer loop for each view. This has a lot of overhead.
[OVR_multiview2](https://www.khronos.org/registry/webgl/exte…
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Detect the presence of VR equipment and offer the option to play shaders back in VR instead.
When playing back in VR we will just display the VR mirror texture on the monitor, we won't do a separat…
vilya updated
5 years ago
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MangoHud seems to render the overlay in the VR view, instead of the desktop window. If MangoHud is used to limit FPS to vsync (e.g. to 60, and ingame disabling vsync) this also affects VR rendering (m…
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VR->iOS seems okay on my 7+, but iOS->VR doesn't render at all
ara4n updated
7 years ago
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So that we can render out VR tours to videos for youtube! Preferably with the option to specify resolution so that we can push 8k+ videos. Will need to be able to render tours when not in VR mode.
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### Description
I am following the docs and trying to add my first entity from an obj + mtl file but getting the following errors:
```
index.bundle?platform=vr&dev=true:12715 Warning: React.cre…
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I get a green color coded error occasionally when toggling between AR and VR views:
```
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5779: failed assertion `Draw Errors Validation
Frag…
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### Tested versions
- Reproducible on any WebXR app made with Godot 3 or 4
- I've personally tested with apps using Godot 4.3-beta2, -beta3, -rc1, -rc2, Godot 4.2.2 and Godot 3.3.3
### System infor…
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this assets supports VR ? i tried to use with vr ambience but they render totally broken, without VR my setup work's correctly. is there a special config to work with VR ?
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vr hud scale affects pointer keyboard and radial menu. both should be unaffected by that setting imo.
radial menu scales, which isn't that bad, pointer keyboard moves to the left side though.
and …