Rik Cabanier
Rik Cabanier
> > From my understanding, fixing it at a spec level isn't trivial - you've basically got to pick your poison between slowdown and shimmering (with automatically handled resolves) or...
Having multisampled multiview as an option will definitely be very helpful. It's hard to have complex immersive scenes on our limited hardware and this feature greatly helps code that is...
> > Unfortunately the extension has one big problem - the multisampled render to texture extension this uses will discard the frame buffer if other texture operations are used during...
For good performance on mobile GPUs three.js should be doing these optimizations anyway; it's just more obvious if this extension is turned on (which is the reason they put this...
> @cabanier What do you think we should do here? I thought the Oculus browser didn't support framebuffer scaling. Do you see a difference when you move the slider on...
> > @cabanier What do you think we should do here? > > I thought the Oculus browser didn't support framebuffer scaling. Do you see a difference when you move...
I asked our engineers working on the OpenXR driver for Oculus Rift and they suspect that it is an issue with setting the active openxr runtime. In your registry what...
I was told we test with latest Chrome and Chrome Canary.
> Are users expected to change the Windows registry to make Chrome and WebXR work? Yes, this is how it's documented on [khronos](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/master/specification/loader/runtime.adoc) > If that's the case, what happens...
@dmarcos can you try Chrome Canary? I was told we have reason to believe that this is fixed.