Closed BramTeurlings closed 7 months ago
So far there is an implementation for:
Some of these are not complete or untested since I have to implement function in the order of the client application calling the functions. This makes it quite difficult to know beforehand what feature I'm working on.
Currently I am working on the event system for the OpenXR Runtime. The plan is to use the event manager from the 3D Game Bridge for that.
712020:f91dd24e-5296-4a9d-90d9-b287c639e252:
Skipped actions since I don’t think we need them for now, it’s more important we have something on screen.
Started with frame synchronization
Implemented a part of frame synchronization, not working at the moment
712020:f91dd24e-5296-4a9d-90d9-b287c639e252:
For 13/2/24: Implemented more frame synchronisation in the swapchain and dummy implementation of locate spaces
712020:f91dd24e-5296-4a9d-90d9-b287c639e252:
Changed the criteria to be smaller for this task.
Will make more ticket for this for better tracking of progress
712020:f91dd24e-5296-4a9d-90d9-b287c639e252:
This ticket goes up to commit: `Presenting the application image works, started on multiple swapchain` 71b34b6d2b68f456f692c1ac87c5e7d04545c50b
Branch: feature/openxr-runtime
712020:f91dd24e-5296-4a9d-90d9-b287c639e252:
Minimal running openxr runtime using the resources (device and queue) from the application
712020:c26664a4-c3de-4473-a0b4-5a76804d5628:
I've looked through the code with Joey and somewhat understand the flow of the application. It makes sense to me and looks good.
712020:c26664a4-c3de-4473-a0b4-5a76804d5628:
Apart from quite a bit of polish and documentation (not to mention TODO statements missing), this is fine for a prototype.
To make UEVR work with SR through OpenXR, a specialized runtime is needed. SR Hydra is not built in a way that supports the experience we have in mind for gaming in SR.
Criteria minimal running application:
It should not support:
Originally reported by , imported from: Set up an OpenXR Runtime for Game Bridge