Closed BastiaanOlij closed 6 months ago
Thanks!
I have gone through the spec, the OVR samples, the history on the PR and can't find any reason why I used the nonsensical value 3
for sample count. My best guess is that I thought I was setting something else? Because sample count should be 1
, 2
, 4
or 8
-- 3
isn't even really valid option. :-)
This is caused by the number of samples on the swapchain that is created being hardcoded to 3. SteamVR reports that only 1 sample is supported:
OpenXR: Found supported view configuration view - width: 8192 - height: 8192 - sample count: 1 - recommended render width: 2468 - recommended render height: 2740 - recommended render sample count: 1
This info is specifically for the view, so I'm not sure it applies to the composition layers.
In any case, I think changing sample count to 1
does make sense. I've just posted PR https://github.com/godotengine/godot/pull/91952 making this change.
Tested versions
System information
Windows 10 - SteamVR with Valve Index - Godot 4.x compatibility renderer
Issue description
When using the new composition layer nodes with SteamVR and a Valve Index (potentially reproducible with any headset on SteamVR), we get the following error spammed every frame:
This is caused by the number of samples on the swapchain that is created being hardcoded to 3. SteamVR reports that only 1 sample is supported:
Indeed, changing this hardcoded value to 1 fixes the issue however I do not want to submit a PR before this is discussed further as there may have been a reason for choosing 3.
Steps to reproduce
Add a viewport node and composition layer node to your XR project.
Minimal reproduction project (MRP)
composition_layer_demo.zip