Open tebjan opened 3 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.
That's very cool, thanks for letting us know! That will definitely become handy as soon as someone works on it.
While a PR regarding this issue was implemented (#1483), it is not yet supported on all graphics API
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
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.