godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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[TRACKER] OpenXR in Godot 4 #69647

Open BastiaanOlij opened 1 year ago

BastiaanOlij commented 1 year ago

We've identified several outstanding issues with OpenXR. Just raising this issue to keep track of them.

Core features

Extensions

Depth buffer

OpenXR allows supplying the depth buffer, the XR runtime can use this information to perform more accurate re-projection when framerates are not met. On Quest the depth buffer can be combined with a motion vector buffer to enable application spacewarp, a more advanced version of re-projection. Motion vector support is not yet available on the mobile renderer but solving the issues already found will be paramount to solving this.

Vulkan specific

OpenGL specific

DX12 specific

Misc

RadixSeven commented 1 year ago

The two issues linked in the "Depth Buffer" section are marked as merged, and the "Submit Depth Buffer" checkbox exists in 4.0.1.stable. Should the "Depth Buffer" section of this issue be checked off? It looks like we can also check off #68469, #65864, and #62738 under "core features".

BastiaanOlij commented 1 year ago

@RadixSeven there were still a few issues with this. #78550 fixes a major issue, I'm still looking into a few resolve issues when MSAA is being used.