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OpenXR allows supplying the depth buffer, the XR runtime can use this information to perform more accurate re-projection when framerates are not met. On Quest the depth buffer can be combined with a motion vector buffer to enable application spacewarp, a more advanced version of re-projection. Motion vector support is not yet available on the mobile renderer but solving the issues already found will be paramount to solving this.
Mobile renderer is not resolving MSAA depth buffer to final depth buffer
Clustered renderer fails to resolve MSAA depth buffer to final depth buffer if compute shaders are used, it's not possible to set the VK_IMAGE_USAGE_STORAGE_BIT
The two issues linked in the "Depth Buffer" section are marked as merged, and the "Submit Depth Buffer" checkbox exists in 4.0.1.stable. Should the "Depth Buffer" section of this issue be checked off? It looks like we can also check off #68469, #65864, and #62738 under "core features".
We've identified several outstanding issues with OpenXR. Just raising this issue to keep track of them.
Core features
sky_transform
operations #69636Extensions
Depth buffer
OpenXR allows supplying the depth buffer, the XR runtime can use this information to perform more accurate re-projection when framerates are not met. On Quest the depth buffer can be combined with a motion vector buffer to enable application spacewarp, a more advanced version of re-projection. Motion vector support is not yet available on the mobile renderer but solving the issues already found will be paramount to solving this.
VK_IMAGE_USAGE_STORAGE_BIT
Vulkan specific
OpenGL specific
DX12 specific
Misc
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