Use OpenXR instead of Oculus Mobile SDK
This is needed to support future non Oculus headsets
This will resolve the following issues:
- Quest 2 thumb rest sensors don't do anything (#591)
- Disable hand tracking when using gamepad (#127)
@ronthecookie No, I don't think this will solve either of those issues. #591 is just a matter of adding a new field to the tracking data packet, About #127, the problem is fundamental, there is no solution other than disabling handtracking in the quest settings.
@zarik5 I am just following your own words:
in #591:
This is planned. Currently we are using an older SDK to support the Oculus Go (so the thumb rest is not supported), but this will change after we switch to OpenXR.
In #127:
This is a limitation of the SDK so no action can be taken now. I opened this issue just as a reminder for when a future SDK update will allow this to be fixed.
This one is a bit more borderline but better keep track of the issue somewhere.
#591: I just said that I preferred waiting for implementing OpenXR for implementing the thumb rest support, but it is not a requirement and the issues should better stay separated because the things they track are on separate levels.
#127: This is unactionable, it doesn't matter if it stays open or closed.
Ah, fair enough, I've reopened #591.
Is there any updates about OpenXR support?
@fangguanya I'm working on it but I don't have an ETA.
@fangguanya I'm working on it but I don't have an ETA.
Great news! I also dig a lot about it, I found Open XR use asynchronous event poll process, which I don't know how to integrate with ALVR, did you have any idea about this? @zarik5
@fangguanya That is not a problem. You can take a look how @korejan did it: https://github.com/korejan/ALVR
Okay,I'll take a look later. Thanks for all your work.
Done! finally :)