Open TheBlueOompaLoompa opened 1 year ago
cc @BastiaanOlij
Hmm, it's supposed to skip rendering that frame alltogether at this point. I'll have a look as soon as I can.
I've got the same error with my Rift S when it's not on my head and I run a VR project.
Godot Engine v4.1.stable.official.970459615 - OpenXR runtime: Oculus 1.87.0 - Microsoft Windows 11 Pro - AMD Ryzen 7 3700X 8-Core - Vulkan API 1.3.242 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1660 SUPER
Hmm, it's supposed to skip rendering that frame alltogether at this point. I'll have a look as soon as I can.
I've got the same error.
System information v4.1.1.stable.official [bd6af8e0e] - OpenXR runtime: Oculus 1.87.0 - Microsoft Windows 10 - AMD Ryzen 5 3600X 8-Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3060 TI
While not wearing the headset, I get the same error when using a Quest connected via link cable.
OpenXR run-time is set to Oculus.
Godot v4.1.2.stable.mono - Windows 10.0.19044 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3080 Laptop GPU (NVIDIA; 31.0.15.3699) - AMD Ryzen 9 5900HX with Radeon Graphics (16 Threads)
I have the same error on my Rift S.
Godot version
4.1.stable
System information
Godot v4.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3118) - Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz (8 Threads)
Issue description
I'm using an Oculus Rift S. When the presence detection sensor doesn't detect it's on someone's head, it disables tracking and display output. This causes godot to spit out
until the headset is put on.
Steps to reproduce
Run any project in editor that uses OpenXR with an oculus headset, but not on your face.
Minimal reproduction project
ViewProjectionExample.zip