Rik Cabanier
Rik Cabanier
cc @AdaRoseCannon @zachernuk @toji to investigate if this approach will work on their XR systems.
> > Foveated rendering for arbitrary render targets seems like it should be a WebGL / WebGPU concern rather than a WebXR one to me? > > Agreed, seems preferable...
> Foveated rendering for arbitrary render targets seems like it should be a WebGL / WebGPU concern rather than a WebXR one to me? I agree it's a feature that...
> > > > Foveated rendering for arbitrary render targets seems like it should be a WebGL / WebGPU concern rather than a WebXR one to me? > > >...
> A more limited foveation feature scoped just to WebXR layers still could be valuable in the meantime? I think that's reasonable for WebXR layers (both WebGPU and WebGL) and...
I believe we skipped this profile for a reason. The `oculus-hand` profile is identical to `generic-hand` which is the fallback profile. It's unfortunate that we added this profile because it...
Can you make it so that you grab the profiles from `generic-hand`? That way you are pointing to the same assets and you won't have to add new glb's
@felixtrz what do you think of the comments of @simonedevit? Could you apply these to your PR?
Yes, that proposal would make it a lot nicer to detect features. However, this will reveal too much information about the system without the need to a user action. This...
> It could be done such that `isFeatureSupported` can only be called after `isSessionSupported` just like `requestSession` does already. This allows the user a chance to block access to XR...