stride3d / stride

Stride Game Engine (formerly Xenko)
https://stride3d.net
MIT License
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OpenXR Support #957

Open tebjan opened 3 years ago

tebjan commented 3 years ago

Is your feature request related to a problem? Please describe. Add a VR implementation based on OpenXR, similar to the current OpenVR integration.

More info: https://www.khronos.org/openxr/

This also came up in #722

Additional context This could be attractive because Facebook might sponsor OpenXR development, as they did for the Godot engine.

phr00t commented 2 years ago

FYI, I just finished implementing and testing OpenXR support in Focus Engine with success:

https://github.com/phr00t/FocusEngine/tree/master/sources/engine/Xenko.VirtualReality/OpenXR

You might be able to use some of this code -- although it is targeting Vulkan.

tebjan commented 2 years ago

That's very cool, thanks for letting us know! That will definitely become handy as soon as someone works on it.

Eideren commented 9 months ago

While a PR regarding this issue was implemented (#1483), it is not yet supported on all graphics API

Eideren commented 1 month ago

Current state of the implementation running on Quest3 from @Aggror :

Turned on dev mode the quest 3 Started a new project with the VR template. Connected both through cable as well as Airlink Checked the existing documentation but everything was already setup correctly. ... but unfortunately not working right away. The split view in the editor works, but I was not seeing any updates regarding movement nor updates on the quest 3 itself. interestingly when I start the application, MetaVr en SteamVR start automatically as well. launching Airlink on the quest 3, you can actually see the latest build from stride in the Overlay menu. I haven't gotten it to work natively/standalone on quest 3. Through virtual desktop, no problem though