Rik Cabanier
Rik Cabanier
While porting the Oculus browser to OpenXR, we realized that there is a difference between some joints. This manifests itself as a hand that is slightly deformed. Wondering which runtime...
This is not ready for merging. Mostly to gather feedback on the shape of the API. *** Preview | Diff *** Preview | Diff
Oculus submitted an [extension to OpenXR](https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#XR_FB_space_warp) to enable space warp. This feature allows scenes to render at half the frame rate but with the use of smart reprojection, they can...
We've seen that a very common use case for layers is the display of documents or UI with text. Currently, layers are tuned for performance but they have the ability...
Only the UA really knows where layers are placed in 3D space. The author (or JS framework) can guess where they are but this might be brittle. What is the...
If a video is played using the media layers, should we support spatial audio? For instance, if the video is an equirect, should the stereo channels reposition themselves as the...
Non-projection layers are always displayed in world correct space on all views. Because of this we can no longer special case their appearance on secondary views (ie we might not...
The Oculus browser is in the process of adding support for [Space Warp](https://www.facebook.com/watch/?v=2968524790068355). TLDR , this is a technology that allows an experience to render at half the frame rate...
*** Preview | Diff
The current implementation of depth sensing introduces an extra renderpass. I was tracing some WebXR experiences with depth sensing and noticed that if there's also a shadowmap, the WebXR texture...