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Make openxr backend work for non-HL2 devices #127

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Manishearth opened this issue Feb 11, 2020 · 2 comments
Open

Make openxr backend work for non-HL2 devices #127

Manishearth opened this issue Feb 11, 2020 · 2 comments
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@Manishearth
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It's been written specifically for HL2. We should catalog all the cases where that's been done, and expand support where necessary so that we can test with other Windows MR devices.

@Manishearth
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Manishearth commented Feb 11, 2020

Some issues:

@msub2
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msub2 commented Jul 10, 2023

Taking stock of these now after having started to experiment with this on my Win10 machine:

  • When requesting a session using SteamVR's OpenXR runtime, DXGI_FORMAT_B8G8R8A8_UNORM is not in the list of available formats. DXGI_FORMAT_B8G8R8A8_UNORM_SRGB is though, and appears to work fine (though looking at Avoid needing to gamma correct for OpenXR #136 I suppose it's incurring some gamma correction, not sure what the performance impact is there). The full list of available formats it gives is:
    • DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
    • DXGI_FORMAT_B8G8R8A8_UNORM_SRGB
    • DXGI_FORMAT_R32G32B32A32_FLOAT
    • DXGI_FORMAT_R16G16B16A16_FLOAT
    • DXGI_FORMAT_R10G10B10A2_UNORM
    • DXGI_FORMAT_D32_FLOAT
    • DXGI_FORMAT_D16_UNORM
    • DXGI_FORMAT_D24_UNORM_S8_UINT
    • DXGI_FORMAT_D32_FLOAT_S8X24_UINT
  • Haven't poked at this yet but willing to take a look
  • Are there any devices on the market that aren't compatible with the simple_controller? It does seem to be trying to be the minimum viable control scheme after all.
  • Seems like this was done in Use supported environment blend mode in openxr backend. #132

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