BattleAxeVR
BattleAxeVR
Just re-did the tests, it's still the same as before. I wonder whether the RTXGI 2.0 sample uses SER at all, since VK + DX12 have performance parity. Not sure...
BTW HLSL doesn't compile right now. Had to add this code to get it to compile, not sure if it's right. 
I presume this is also useful for multi-view HEVC that would benefit not only RGB + A or RGB + D, but also stereo RGB in a single pass, right?...
I so look forward to using this so I can have 100% clean validation logs in my engine. It's also worrisome that some of the data wasn't even passed like...
+1 on fixing all the validation errors. There's no way a v1.0 shipped version of anything should have any vulkan warnings, let alone errors. I've fixed a few myself (missing...
@corporateshark Any updates? By the way, there's another bug in Meta's OpenXR runtime returning incorrect status codes, this time when enabling fidelity tracking, which returns XR_SUCCESS on Quest 2 and...
I will gladly make a couple fresh bug reports in an appropriate forum or github repo, but the last time I tried doing so in Oculus Dev forums (the OpenXR...
I reported the issue in the Oculus Dev forums, @corporateshark @rokuz can I ask you guys a favour and get someone to look into it? https://communityforums.atmeta.com/t5/OpenXR-Development/quot-Simultaneous-hands-and-controllers-cannot-be-enabled-while/m-p/1224669#M908
Any update? I can't deliver my Stylus app without this bug fixed.