Open CheesecakeCG opened 2 years ago
That's expected, we can't support WMR without a DirectX renderer. But indeed the error reporting could be improved.
Should WMR be hidden from the project settings (or even unexposed entirely) until a Direct3D renderer is added to Godot?
Should WMR be hidden from the project settings (or even unexposed entirely) until a Direct3D renderer is added to Godot?
What project setting?
What project setting?
Nevermind, I thought the OpenXR runtime to use was configured via a project setting.
Godot version
4.0 alpha 5
System information
Windows 10 build 19043.1586, Vulkan, AMD RX460
Issue description
Launching a game with Windows Mixed Reality as the OpenXR Runtime gives a misleading error popup:
This is the log:
From what I gather from this blog post, WMR doesn't support Vulkan or OpenGL...
Steps to reproduce
Minimal reproduction project
No response