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OpenXR Support

Open tebjan opened this issue 5 years ago • 5 comments

Is your feature request related to a problem? Please describe. Add a VR implementation based on OpenXR, similar to the current OpenVR integration.

More info: https://www.khronos.org/openxr/

This also came up in #722

Additional context This could be attractive because Facebook might sponsor OpenXR development, as they did for the Godot engine.

tebjan avatar Dec 11 '20 22:12 tebjan

FYI, I just finished implementing and testing OpenXR support in Focus Engine with success:

https://github.com/phr00t/FocusEngine/tree/master/sources/engine/Xenko.VirtualReality/OpenXR

You might be able to use some of this code -- although it is targeting Vulkan.

phr00t avatar Jul 02 '21 19:07 phr00t

That's very cool, thanks for letting us know! That will definitely become handy as soon as someone works on it.

tebjan avatar Jul 02 '21 21:07 tebjan

While a PR regarding this issue was implemented (#1483), it is not yet supported on all graphics API

Eideren avatar Sep 16 '23 16:09 Eideren

Current state of the implementation running on Quest3 from @Aggror :

Turned on dev mode the quest 3 Started a new project with the VR template. Connected both through cable as well as Airlink Checked the existing documentation but everything was already setup correctly. ... but unfortunately not working right away. The split view in the editor works, but I was not seeing any updates regarding movement nor updates on the quest 3 itself. interestingly when I start the application, MetaVr en SteamVR start automatically as well. launching Airlink on the quest 3, you can actually see the latest build from stride in the Overlay menu. I haven't gotten it to work natively/standalone on quest 3. Through virtual desktop, no problem though

Eideren avatar May 26 '24 09:05 Eideren

Current state of the implementation running on Quest3 from @Aggror :

Turned on dev mode the quest 3 Started a new project with the VR template. Connected both through cable as well as Airlink Checked the existing documentation but everything was already setup correctly. ... but unfortunately not working right away. The split view in the editor works, but I was not seeing any updates regarding movement nor updates on the quest 3 itself. interestingly when I start the application, MetaVr en SteamVR start automatically as well. launching Airlink on the quest 3, you can actually see the latest build from stride in the Overlay menu. I haven't gotten it to work natively/standalone on quest 3. Through virtual desktop, no problem though

I have the same problem with my Meta Quest 3. When I try to run the Stride VR template, this starts my Meta Link app and the Steam VR app, but the build solution suddenly closes. I have tried using Virtual Desktop but have had the same result. I have also tried to change the default Open XR from Meta to Steam VR, and I still have the same problem. The build solution only runs when I do not have my Meta Quest 3 connected to my computer, but when that happens, I can not test the VR template!?

Any suggestions?

Thank you!

MelvinG24 avatar Jul 18 '24 02:07 MelvinG24