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[TRACKER] OpenXR in Godot 4 #69647

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6 of 24 tasks
BastiaanOlij opened this issue Dec 6, 2022 · 2 comments
Open
6 of 24 tasks

[TRACKER] OpenXR in Godot 4 #69647

BastiaanOlij opened this issue Dec 6, 2022 · 2 comments
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@BastiaanOlij
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BastiaanOlij commented Dec 6, 2022

We've identified several outstanding issues with OpenXR. Just raising this issue to keep track of them.

Core features

Extensions

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.

Vulkan specific

OpenGL specific

DX12 specific

  • Implement multiview support
  • Add DX12 extension for OpenXR

Misc

@BastiaanOlij BastiaanOlij self-assigned this Dec 6, 2022
@RadixSeven
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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".

@BastiaanOlij
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@RadixSeven there were still a few issues with this. #78550 fixes a major issue, I'm still looking into a few resolve issues when MSAA is being used.

@fire fire added the topic:xr label Oct 14, 2023
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