Open SpookySkeletons opened 1 year ago
Seeking input from @Geenz on this one.
For your viewing I have uploaded my most recent demo of the Linux XR stack. This is VRChat running on OpenComposite with full body patches and a few utility overlays to increase session comfort. It features its own desktop launcher GUI as well as passthrough, a xsoverlay clone, and a playspace.
This is a completely SteamVR-free session and we would love to help extend the same to Resonite with a bit of assistance.
You are also welcome to reach out directly at our discord Linux VR Adventures
We would love to chat with members of the Resonite team and show them what we can do.
is this still a thing we can get at somepoint? i would really love to use something like VDXR with this thing but open composite is kind of broken with resonite
If there's enough interest we'd be more likely to prioritize it. I'd recommend getting upvotes on it if you really want to.
Right now, I'm not really familiar with OpenComposite itself. Getting familiar with a codebase can be a bit of a time commitment, so that makes this task bigger and less likely to get picked up over other higher priorities (doesn't mean we can't, but it just takes more of a pull to push off other bigger things in favor of this one).
The other thing that this has going against it is that we are working on a rendering engine switch, which will likely also switch to OpenXR, which might make this whole issue irrelevant, so we're less likely to put resources into this, since that effort would end up being invalidated by later changes.
Alternatively, since this is an open source project, anyone in the community should be free to contribute to this as well.
Is your feature request related to a problem? Please describe.
Currently we're utilizing OpenComposite to translate the OpenVR calls that Resonite makes to OpenXR to run on a completely FOSS runtime, Monado. All under Linux. https://gitlab.freedesktop.org/monado/monado https://gitlab.com/znixian/OpenOVR
The result is surprisingly usable day 1 and we've had a few players in game through a completely FOSS XR runtime native to Linux.
But it comes with a few papercuts currently, while it translates the game to OpenXR, there's some controller pose issues and binding/ interaction profile issues that could be resolved.
Describe the solution you'd like
Would any of the Resonite team be willing to look at your own API utilization of OpenVR and help implement problem features as commits to OpenComposite itself?
It opens up much more performant support to a number of natively XR headsets (windows & linux) by liberating the game from requiring steamvr as a hard dependency without a major architectural overhual.
And helps to serve a growing number of linux users looking to discard steam's increasingly unusable linux vr compositor and runtime.
Describe alternatives you've considered
This could of course be mitigated entirely with a port to OpenXR API, but that is a substantial ask vs a few pull requests to an external project to boost the portability of Resonite.
The team will know best how to adapt the backend of the API to Resonite's own usage and it provides the lowest cost solution to bridge the gap to XR, perhaps even redistributable with the game itself.
Additional Context
Interaction profile bindings can often have trouble in specific, users may not be able to engage with elements of the UX due to this. Controller posing in particular remains an issue due to how many methods OpenVR offers for retrieving this data.
OpenComposite remains perfectly buildable and testable even within a Windows native steamvr env itself allowing OpenVR calls to be mapped onto Steam's own OpenXR API. Any involvement to better suit the game would be greatly appreciated by a substantial fraction of your user base. Thanks!