Rectus
Rectus
> I don't understand why are these happening since I seem to be creating swapchains/images with the proper flags. They seem to be missing transfer appropriate layouts, or messing color...
Thanks for checking it out. The postprocess example should match up fairly closely with the 2D room view mode on the original Vive and Index at least (the fancy Index...
If you set the SteamVR room view mode to Colored Edges and the transparency all the way to the left, you can overlay it with the game to see any...
If there are any significant differences to the 2D Room View mode, could you take some screenshots of them?
Thanks for the report. I can't reproduce the exact error, but I got a similar one where the controllers do not work. DeoVR seems to be loading both the OpenVR...
I deleted a post with an unknown download link. If you see it, please don't download it, since it could be a bot posting malware.
That is expected, since DeoVR runs with the Meta plugin (which uses OpenXR) instead of the SteamVR plugin. Note that this API layer will not run with the Unity SteamVR...
I released an update which should prevent it from interfering with DeoVR when it's running in OpenVR mode, please see if it works for you. https://github.com/Rectus/openxr-steamvr-passthrough/releases/tag/v0.2.8-beta
Closing as this shouldn't be interfering with the OpenVR version, and the alpha-blend override works with OpenXR version (for versions of DeoVR where the alpha output isn't broken).
Looks like the API was updated fairly recently, and the sample hasn't been updated to work with the new version. You likely need to implement MyHMDDisplayComponent::ComputeInverseDistortion() as it's specified in...