KhronosGroup / OpenXR-SDK-Source

Sources for OpenXR loader, basic API layers, and example code.
https://khronos.org/openxr
Apache License 2.0
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. #226

Closed BattleAxeVR closed 3 years ago

rpavlik-bot commented 3 years ago

An issue (number 1475) has been filed to correspond to this issue in the internal Khronos GitLab.

If you have a Khronos account, you can access that issue at KHR:openxr/openxr#1475.

rpavlik commented 3 years ago

Can you use the "OpenXR Developer Tools for Windows Mixed Reality" app from the Microsoft Store to tell us which runtime you're actually using? (I was pretty sure SteamVR's runtime didn't handle devices that do their own rendering) It will be on the "System Status" page, like this:

image

rpavlik commented 3 years ago

well, OpenXR hello_xr app is open source, of course. If I had to guess, it's probably a bug in SteamVR's OpenXR impl, or an incompatibility between that and Virtual Desktop. Is your setup common, faking a runtime to SteamVR to remote-drive a quest? It sounds like the kind of thing where "if it breaks, you get to keep both pieces". I can ping a steamvr person, but my suspicion is they'll say "it's not meant to do that"

rpavlik commented 3 years ago

I do not have any Oculus hardware besides a pile of GearVRs. I'm not sure if using the SteamVR OpenXR runtime on top of their Oculus desktop driver is supported, but I've reached out to a SteamVR contact for help.

I can do you one better than the reg files: someone shared this script with me the other day https://github.com/maluoi/StereoKit/blob/master/Set-OXR-Runtime.ps1

It seems very strange that a change in this repo would cause this behavior, especially since senior devs from both Oculus and Valve work on this same hello_xr - I'm just the spec editor and thus I've taken the role of public maintainer as well. I don't think anything relevant changed in 1.0.13. The start of loader and hello_xr changes in 1.0.13 are here: https://github.com/KhronosGroup/OpenXR-SDK-Source/commit/eedc7df3d99ca7a468d63a574629a9935716ae0b#diff-f08ca761c0763c9c065d6c4955ec71a33e921193a0e75e93ffbac38baa8d1826

rpavlik commented 3 years ago

There must be something strange about your configuration, because the conformance tests are much stricter than just running hello xr, and they set up and tear down sessions and instances repeatedly. I'd definitely ask your runtime vendor, and make sure you're using a conformant runtime (SteamVR is not one yet, and I'm pretty sure it won't be conformant when used with Oculus drivers - but the Oculus runtime itself is conformant.)

rpavlik commented 3 years ago

Well, this is not the right place for them. I do the editing and maintenance of the specification and SDK. I have tried to offer my best effort in helping you diagnose the issues, in case they're related to code in this repo, but fundamentally you're reporting runtime issues to me, which I have no control over or insight into. Please contact the runtime vendors through their developer relations contacts.

bradgrantham-lunarg commented 3 years ago

Hi, @BattleAxeVR ! To add to what @rpavlik said, the OpenXR SDK is a Khronos-provided piece of software that allows applications to load and use any vendor's conformant OpenXR runtime.

This repository only contains the specification, headers, and sources that are not specific to any runtime. @rpavlik doesn't work for Facebook (i.e. producers of the Oculus Rift series).

Issues posted here that are specific to a runtime (like Facebook's runtime for Quest, or WinMR on the Samsung Odyssey, or SteamVR) may not get any responses from the companies which produce the products that use that runtime. I think you'll have a lot more luck with performance problems you're seeing on Quest if you submit issues to Facebook developer relations.

Good luck!