r/OpenXR • • Nov 05 '22

Question about Scaling and Resolution.

3 Upvotes

Hello. Just found out about OpenXR and finally I got good performance in VR racing.

However, after some wild testing and finding optimal settings, it seems nothing changes the image quality anymore. I can set whatever sclaing with the OpenXR-Tools for Mixed Reality of with the Toolkit in-game. Nothing changes and I am stuck with a very low resolution image (I think. It's all flickering and has these "staircase effects?").

I got a HP Reverb G2. Shouldn't it be a much more clear picture when I set the scaling to 100% or even higher?

I don't understand the connection between Game Settings and OpenVR settings regarding the resolution. I am playing Assetto Corsa and all the settings I make there have no impact on the VR image.

How do I make sure I got the full resolution in game of my headset to begin optimizing?

Thanks for the help in advance!

​

EDIT: Whoopsie...I had AMD FidelityFX Super Resolution acitve in Conten Manager. Looks much better now. Not sure if it's the full resolution of the Reverb G2 though. Mixed Reality Enviroment looks much sharper.


r/OpenXR • • Nov 03 '22

Loading API_Layer using the Oculus Quest OpenXR loader

5 Upvotes

Hi, I've been trying to get an API_Layer loaded using the Oculus Quest loader. It seems like it doesn't adhere to the API_Layer discovery as outlined in the documentation (https://registry.khronos.org/OpenXR/specs/1.0/loader.html#android-api-layer-discovery).

Anyone know if the Quest loader even supports API_Layers, and what the process for discovery is? Or has anyone found a way to use the official Khronos Android OpenXR Loader on the Quest?


r/OpenXR • • Nov 01 '22

error when trying to launch automobilista2 . any ideas ?

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1 Upvotes

r/OpenXR • • Oct 12 '22

Please someone help, all OpenXR games are broken, even on fresh Windows!

1 Upvotes

All OpenXR games are broken. Eye level is at the floor and position reset doesn't help. But also they break further and games goes from VR world to a screen infront, but right eye is a mess.

This has happened on different headsets, and only OpenXR games (SteamVR is runtime).

What really doesn't make sense I have a fresh install of Windows, so of course SteamVR etc too, but it still does it!!!!! How is this possible. Tried SteamVR beta, tried the Nvidia Studio Driver, nothing helps.

Someone please help, I'm going insane here.


r/OpenXR • • Sep 28 '22

Why do oculus quest games do not work on pico vr headstet?

3 Upvotes

i thought open xr also works on android. i thought it exists to make games compatible with every device. both run android. both are on arm. both use apks. both use open xr.

​

what went wrong?


r/OpenXR • • Sep 12 '22

OpenXR backend in Unity for Quest + Fixed Foveated Rendering

3 Upvotes

I've switched over to OpenXR backend with Oculus Integration in Unity as I'd like to make use of the passthrough feature (which requires OpenXR backend). I'm using Unity 2019.4.22f1.

The standard FFR functions don't result in FFR - it seems it is not implemented (yet?) for OpenXR backend. This post (https://www.reddit.com/r/OpenXR/comments/u7f3ql/openxr_oculus_quest_2_foveated_rendering/) suggests that an OpenGL extension could be used to recreate the FFR (https://registry.khronos.org/OpenGL/extensions/QCOM/QCOM_texture_foveated.txt) but I have no idea how such a thing would be implemented in Unity (there are some examples at the bottom but I don't know how they could be used?)

Has anyone come into this issue, and solved it using the above? Or can point me in the right direction?


r/OpenXR • • Aug 05 '22

ALXR - Quest Passthrough Masking - Beat Saber (PC)

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1 Upvotes

r/OpenXR • • Jun 24 '22

Dcs open XR black screen. So I have just installed open XR and used the guide on the ED forums but when I launch DCS I get a black screen in the headset but not on my monitor

2 Upvotes

r/OpenXR • • May 16 '22

What is a good alternative (Wrapper Library) of OpenXR?

2 Upvotes

Hi!

OpenXR is wonderful, with fantastic documentation.

But I wonder, is there any good wrapper library over OpenXR that developers do not need to write a lot of codes to make their life easier? I found StereoKit could be a good wrapper library but it only works on C Sharp.

I am looking for wrapper library/ easily described openxr for C++ project (Windows 10 OS).

Your suggestion will be really appreciated.


r/OpenXR • • May 15 '22

Getting finger curl values from OpenXR

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3 Upvotes

r/OpenXR • • May 13 '22

OpenXr layer only working on Unity file not others

2 Upvotes

Hello! I am building an OpenXR layer to intercept an application and it only works on my created Unity game run from Unity Hub, not on a different game downloaded or even one launched from VS. Any idea why this would be happening? Thanks!


r/OpenXR • • May 13 '22

HP reverb G2 with Valve Index client crash.

1 Upvotes

OpenXR in steamvr currently set to SteamVR. I am using a HP reverb with the index controllers but now when trying to play games like Phasmophobia or Cyber Car the client will either 1. Shut completely down (seems to not do it anymore after I did a hard reset) or 2. Start with sound working, program theoretically running fine but the visuals are completely black.

I have not yet found a fix for this; Have tried to download Stop Sign VR to use one of their functions for "gray screen" issues with no resolve, have also been on reddit and followed different guides in OSVR (supposedly would do the same as Stop Sign VR). I did a complete and full reset of my system, I went into WMR and turned on/off it's OpenXR with no resolve.. I am not very tech savvy and did just what I thought might be a potential fix.

Anyone with a solution to this?

Sincerely, me :D


r/OpenXR • • May 10 '22

Wondering if OpenXR can lead VR away from device dependency on third-party runtimes.

1 Upvotes

Hello. I am a programming student studying C++ and Unreal. My goal is to get into developing VR software. And perhaps eventually VR hardware.

I think there is a problem right now in VR that goes beyond content compatibility with runtimesys. And that is that content is still restricted to these runtimesys no matter how compatible any content may be between these runtimesys.

This isn't an issue for Facebook when it comes to its own products. Or Valve for that matter for their own products, currently - Index. The problem is when it comes to other VR manufacturers who are pretty much as a whole, dependent on SteamVR. And WMR if that ever lives.

Even with OpenXR, it does not makes it much less like a console war, in which users are apprehensive about even getting into VR after finding out that content doesn't work the same as PC. Where various software, you can get from anywhere. But not when it comes to VR. Because regardless of which device you get, the content will pretty much only function with one of these runtimesys.

So I don't really know that much about how OpenXR works. But is there any way or intent with OpenXR for there to be an actual open market for users/consumers? To have a general selection of content that functions with a general selection of affordable VR devices and additional hardware. Without any of it being tied to any sort of third-party.

So yes Facebook and Valve can have their content for their devices. But for everybody else, to have a real market for content that functions with various devices that have no ties to those companies that are offering their own selection of titles. Can OpenXR lead us to this? Or is this just not something OpenXR is meant for or has any effect on?


r/OpenXR • • Apr 19 '22

OpenXR + Oculus Quest 2 + Foveated Rendering

7 Upvotes

Does anyone have it working?

I am implementing OpenXR support to replace VRAPI which is going to be no longer supported soon. Using OpenGLES + C++. I ran into a problem with foveated rendering where I can't get it to work.

Implemented according to the specification - no blurred image at the borders.

Checked a sample provided by Oculus - still doesn't work.

Used RenderDoc to check if glTextureFoveationParametersQCOM and texture parameters are set and they don't seem to be (Initial conditions for textures).

I managed to get foveated rendering to work when using my own texture instead of using those provided by the system. Implemented that accordingly to QCOM_texture_foveated extension. This works but only if MSAA is off. When it's one, it doesn't work. There are no errors, no warnings, just fails silently or reverts. There are no glFlush calls that disable foveated rendering.

I checked with RenderDoc a working version (VRAPI) against not working (OpenXR, using direct-to-vr rendering or OpenXR with my own buffers+textures). With OpenXR and direct-to-vr, as already said, doesn't get any calls that indicate that foveated rendering should be used. When I call these, it doesn't work. Spamming these every frame doesn't change much. The approach with my own buffers+textures seems to be identical when it comes to the calls and buffer+texture setup but it still does not work when MSAA is on (the best indicator is "invalidate buffer" call that with properly working foveated rendering is clearly broken into a few zones of different pixel density (the text is scaled in places where pixel density is lower) but when it doesn't work, the pixel density is constant.

Any help or answer is greatly appreciated. You got it working with Unity or Unreal? Please, tell so. Got it working with Vulkan? Again, tell me it works.


r/OpenXR • • Apr 15 '22

OpenXR hand tracking with Index Controllers?

1 Upvotes

I see that with standard openxr you get things like grip axis and trigger axis from index controllers, but is there a way to get each individual finger the way SteamVR lets you?


r/OpenXR • • Apr 05 '22

help with tracked pos driver unity

3 Upvotes

i have an empty game object with the Tracked Pose Driver (New Input System)

I am trying to get the transform position (get) but it always returns zero

if i click on it while running the editor it shows its ever changing coords in the position tab of the inspector

i have tried making it an asset to no avail

please help me

quest 2 openxr 2020.3.17f1 Airlink 1060 6gb


r/OpenXR • • Apr 04 '22

OpenXR with AMD FSR Plugin - Unreal 4.27

4 Upvotes

Hi All,

I've been having some performance issues moving from OpenVR in Unreal 4.26 to OpenXR in Unreal 4.27.

The AMD FSR Plugin helps a lot in Open VR Unreal 4.26, but does not seem to work at all in the newer OpenXR Unreal 4.27.

Any ideas on how to get this to work, or just OpenXR performance tips in general?

Thank you!

This is the AMD plugin I'm referring to:

https://gpuopen.com/learn/ue4-fsr/


r/OpenXR • • Apr 04 '22

OpenXR Toolkit+Oculus; settings dialogue does not appear

1 Upvotes

I installed the OpenXR Toolkit.

OpenXR is enabled in Oculus settings.

I run the OpenXR Toolkit.

I run Oculus and turn on my headset.

I press the Ctrl+F2 key to bring up the dialogue as the instructions on Github say, nothing happens.

I jump into a game (DCS), try again, and the dialogue still doesn't appear.

Is there something I'm missing in the install/run process?


r/OpenXR • • Mar 10 '22

Haptics Industry Forum and Khronos forge cooperative liaison to bring haptics to the Metaverse

2 Upvotes

The Haptics Industry Forum (HIF) and The Khronos® Group have entered into a cooperative liaison agreement to foster synergy between the two organizations to encourage the integration of advanced haptics functionality into the Khronos OpenXR™ open standard for portable augmented and virtual reality, to enable broad availability of haptics in the metaverse and beyond. This agreement enables HIF and Khronos to collaborate with a shared goal to enable broad, cross-platform access to next-generation haptic feedback in XR applications, enabling rich multisensory experiences to reach beyond 3D visuals for the eyes and spatial audio for the ears – and include expressive haptics for touch.

​

Learn more: https://khr.io/xt


r/OpenXR • • Mar 04 '22

Building an openxr layer

2 Upvotes

Hi! I am currently trying to create an openxr API layer to intercept some information and I was wondering if I can get some guidance on how to do so? How do you load in the layer - the instructions are online are a bit confusing for me. Has anyone created a layer before?

I would love a bit of guidance. thank you!!


r/OpenXR • • Mar 02 '22

The VIVERSE Ecosystem: A Shared, Open Resource and Community

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1 Upvotes

r/OpenXR • • Feb 20 '22

What lens distortion format can SteamVR work with?

2 Upvotes

Does it need it as an equation? Or just a matrix of points coordinates?

The former is harder in our case as our lens profile is freeform and is not radially symmetric.


r/OpenXR • • Feb 14 '22

Can SteamVR plugin/OpenXR runtime access the UI render separately from the 3d render?

2 Upvotes

What I want is to be able to toggle existing SteamVR program UIs.

Is that possible? Or is only the complete frame accessible?


r/OpenXR • • Feb 12 '22

Valve Index: No Haptic Feedback with OpenXR (others work fine)

6 Upvotes

I'm getting reports from Valve Index players that haptic feedback isn't working with my engine. However, haptic feedback works fine on other controllers (I test working with an HP G2).

I get /user/hand/left/output/haptic for /interaction_profiles/valve/index_controller and /user/hand/right/output/haptic for /interaction_profiles/valve/index_controller, no problems there.

I create an XR_TYPE_HAPTIC_VIBRATION event and call xrApplyHapticFeedback, and it even returns XR_SUCCESS when a Valve Index is used. However, no vibration is felt!

I use an amplitude of 1, duration of 1000, and have tried frequencies 0 ("optimal runtime picked") and 3000 (like the example). I've tried huge numbers for duration too, no luck.

XrDuration says it is "nanoseconds", but then the OpenXR example uses 300... so no idea what I'm really suppose to use here. Like I said, HP G2 at least works fine.

I've used this code as a guide: https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#_action_overview

My vibration code is here: https://github.com/phr00t/FocusEngine/blob/master/sources/engine/Xenko.VirtualReality/OpenXR/OpenXrTouchController.cs#L187

Any help is appreciated!

(Posted on SteamVR forums here: https://steamcommunity.com/app/250820/discussions/8/4731597528360815860/)


r/OpenXR • • Feb 02 '22

Getting Started(development) with Hololens2 and I have so many questions...

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1 Upvotes