OpenXR Development
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OpenXR News and Feedback Thread

This thread is to highlight latest developments regarding Oculus and OpenXR! If you're running into any issues with OpenXR and/or have feedback to share, leave it as a comment in this thread! Latest Update 7/23/21: Oculus opens full support for OpenX...

mouse_bear by Community Manager
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  • 16 replies
  • 2 kudos

Trying to implement OpenXR on Quest

I am currently implementing OpenXR for Quest into my custom game engine and am running into some issues:An action bound to "/user/hand/left/input/menu/click" gets triggered by the "Y" button AND the "menu" button. I'd expect it to only be triggered b...

Slin by Level 4
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  • 8 replies
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How To Build Hello_Xr sample with Android Version

Hi, I want to try how to write a VR APP with OpenXR SDK.I found Oculus had published OpenXR Mobile SDK:Actually, I don't know how to build hello_xr sample in OpenXR SDK for Android version.Does anyone know how to build this sample with Oculus OpenXR ...

HankCN by Level 2
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  • 5 replies
  • 1 kudos

Vulkan Foveated Rendering Example

Any chance on getting a reference implementation for Vulkan Foveated rendering (fixed or dynamic) within an OpenXR context? Been working through implementation with XrSwapchainCreateInfoFoveationFB and flags set to XR_SWAPCHAIN_CREATE_FOVEATION_FRAGM...

OpenXR Layer (extensions)

Hello, i was wondering does the Oculus OXR mobile runtime/loader support third-party layers (installing and dynamically loading them) and also what would the situation be in terms of distrubing apps using this on the Oculus store, would this violate ...

Confused about OpenXR and Oculus

Hey all, im a somewhat beginning when it comes to developing VR. I have some experience using Unity and the XR Interaction toolkit, but with all the news with OpenXR and the PassThroughAPI I would really love to be able to develop for that.However im...

OpenXR hand tracking extension support through Link

Hi there, I am building an application on PC using OpenXR and using Oculus Link with my Quest 2. I'd like to integrate hand tracking into the application, but it doesn't look like Oculus's OpenXR implementation on PC offers the extension XR_EXT_hand_...

Philpax by Level 3
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  • 0 replies
  • 4 kudos

Is ASW 2.0 active with OpenXR?

Hello. I am looking if ASW 2.0 is active under our game using OpenXR. I am sending the XrCompositionLayerDepthInfoKHR with depth swapchains, and in the oculus debug tool tells me that the projection layer has depth. All look good. BUT. It seems whene...

Headset connected with OpenXR unity plugin

While using the Unity OpenXR plugin 1.0.3 I've discovered that the Oculus Rift does not report itself in the initial connected devices at game startup ( in a RuntimeInitializeOnLoadMethod method ) if the headset is not mounted (on a head)Instead, the...

Resolved! ASW is broken with OpenXR

Hello, I am working on our game to include VR support using OpenXR. Everything is set up and working fine, and now I'd like to add support for ASW. I use the XR_KHR_composition_layer_depth extension, and provide the depth buffer in the XrCompositionL...

asw_bug_on.png asw_bug_off.png

Hand tracking aim pose

At some point will the hand tracking cursor pose be added to Oculus' OpenXR runtime? Microsoft use the XR_MSFT_hand_interaction extension to provide some extra interaction paths including:…/input/select/value…/input/squeeze/value…/input/aim/pose…/inp...

Mystfit by Level 4
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  • 0 replies
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Hand tracking joints are the wrong size

I use joints plus joint radius to build pentagon tubes for the hand mesh. It's fast, looks decent, is easy to work with, and is consistent across platforms. It looks like the Oculus runtime is reporting joint radius as half size or something. My fing...

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koujaku by Level 3
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  • 2 replies
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Resolved! OpenXR Hand Tracking EXT

So I've got code that uses the OpenXR hand tracking extension, and it works perfectly with HoloLens 2 and the Leap Motion layer. On Quest, I can see the extension, xrGetSystemProperties reports it as available, I have the manifest settings configured...

koujaku by Level 3
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  • 6 replies
  • 1 kudos

Headset angular velocity is always reported as 0

This has been verified with Oculus OpenXR runtime version 1.58.0. To get the headset angular velocity, I use code like in the following snippet: XrSpaceVelocity velocity = { XR_TYPE_SPACE_VELOCITY }; XrSpaceLocation location = { XR_TYPE_SPACE_LOCATIO...

Anonymous by Not applicable
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  • 1 replies
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How to create an overlay for use in another program?

I have been creating basic Oculus/Unity/C# apps for a few years now (personal hobby, not professional), using both the Oculus Plugin and the new XR Plugin system in Unity. I have recently gotten into MSFS2020/VR, but am having trouble with Vatsim/Kne...

JeffNik by Level 7
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Resolved! OpenXR 32bit runtime issues

Hello,I am trying to implement OpenXR support in a VR mod for an old game (X-Wing Alliance).When I do the first call to xrEnumerateInstanceExtensionProperties(), it never returns.Oculus loader indicates that the runtime was loaded correctly, but neve...

morgg by Level 3
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  • 4 replies
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Quest 2 NOT Seen As a Rift in Chrome

Hi All,I have an app in Chrome (not my app) with which I can use the immersive mode - works fine with the Rift and Rift S. When I am using a Quest 2 with Link cable, I get the the error "Error initialising device config... WebXR session mode unsuppor...

Issue with xrEnumerateSwapchainImages

This has been verified with Oculus OpenXR runtime version 1.55.0 using the XR_KHR_D3D11_enable extension.According to the OpenXR spec, xrEnumerateSwapchainImages() has two modes of operation: a size query mode, where imageCapacityInput is 0 and only ...

Anonymous by Not applicable
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  • 1 replies
  • 0 kudos