Open XR support #1848
Replies: 7 comments 4 replies
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Just some thoughts: As we started integrating OpenXR into Stride, our primary focus was on DX11, with Vulkan functioning at approximately 90% completion. A minor issue involving the Silk wrapper was encountered towards the end of the project, which should be relatively straightforward to resolve. Our progress hit constraints related to time and budget, which led to the incomplete state of the Vulkan and no D12 backend. To advance this integration, we should prioritize addressing these remaining issues. Regarding the bare minimum functionalities for OpenXR support, it would be particularly interesting to look at compatibility with mobile platforms, android and iOS. Furthermore, it would be good if Happenstance could articulate their specific requirements, use cases, and expectations. This would aid in aligning the development efforts with the needs of the community. |
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The OpenXR support in Stride has some functionality, but there are issues. Crashes and "not implemented" tags will probably become bigger headaches as more people start experimenting. It needs to be polished and tested properly. Vulkan is a must-have, especially since it's key for desktop, Android, and the emerging iOS XR scene. I don't know about the benefits of DX12 with VR. The VR documentation on the site has been pretty decent for me. However: I took a break from it for a bit, focusing on our current project. But I'll be diving back in during my free time each week. I see Stride as the top VR choice outside of Unity. Super excited about its potential. Once our current project wraps up, I'm looking to jump into the next one with Stride, which is why I'm trying to get everything squared away now. Overall, I need to dive into the backend more. I’m too ignorant about how things work so, I can only help so much on that front. |
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Agreed with above about vulkan for mobile. Another big need is going to be occlusion culling. In this case it'll need to be a software occlusion method since mobile will be very gpu constrained already. These were the biggest things that were affecting UE5 devs for a while. There's plenty of other features that go a long way for XR, but I think the above are likely the bare minimum to get started. I'll update my post if something else comes to mind. |
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checking in, any news on progress? |
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uh, hello? |
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So... no VR on quest so far? |
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We have an OpenCollective Project for OpenXR. But we need some more details on what, how, why.
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