Closed BramTeurlings closed 9 months ago
Subtask of parent task GB-174
712020:c26664a4-c3de-4473-a0b4-5a76804d5628:
OpenXR is now officially supported in ReShade 6.0.0 so this saves us a ton of work!
I have looked a little bit into the reshade implementation of OpenXR. It looks like it hooks some graphics pipeline functions of an application that supports OpenXR.
Two things:
Maybe it’s possible to force the game to search for devices again, that would enable us to create a device in reshade.
It might be good to continue this ticket with the original ideas, the support for OpenXR in Reshade will probably help a lot.
Looked into the reshade implementation of OpenXR, I suggest we continue with the original idea and use reshade functions.
712020:c26664a4-c3de-4473-a0b4-5a76804d5628:
We would have to see if we can initialize some connection to OpenXR in our addon after the game is launched and injected with UEVR. Not sure is this is possible.
712020:f91dd24e-5296-4a9d-90d9-b287c639e252:
So we decided to look at OpenXR and making a UEVR plugin instead of making a native version of UEVR. It can have several benefits in the end. Also it would not be necessary for us to use the Compositor (Hydra application) or the SR Hydra background service. We will use the code from the hydra runtime dll and modify it to be loaded by UEVR and have it render to the game window with SR. This would become a very minimal program and does not need multiple programs to interact with each other. Also there would be no need for ReShade.
712020:f91dd24e-5296-4a9d-90d9-b287c639e252:
Investigated while working on the program
712020:c26664a4-c3de-4473-a0b4-5a76804d5628:
Investigation was done on both UEVR and ReShade. This is satisfactory.
[Epic: OpenXR in GameBridge]
Read the description of the parent epic and see if such a program is feasible to make. The outcome of this ticket should describe:
Originally reported by , imported from: Research feasibility of displaying OpenXR in Game Bridge