Skip to content

1.21.11 Open XR support #465

Open
Bownlux wants to merge 2 commits into
Vivecraft:Multiloader-1.21.11from
Bownlux:Vivecraft-with-experimental-OpenXR
Open

1.21.11 Open XR support #465
Bownlux wants to merge 2 commits into
Vivecraft:Multiloader-1.21.11from
Bownlux:Vivecraft-with-experimental-OpenXR

Conversation

@Bownlux
Copy link
Copy Markdown

@Bownlux Bownlux commented May 6, 2026

(this removes OpenVR so you might want to make a new branch for the old 1.21.11 and rename this branch as OpenXR only)

Supposed to make OpenXR somewhat work as I testied it on a openXR only device and It worked and I was able to beat the game with it so I think that's okay for now.

@fayer3
Copy link
Copy Markdown
Member

fayer3 commented May 6, 2026

um thanks? but we already have an in dev openxr branch https://github.com/Vivecraft/VivecraftMod/tree/openxr-1.21.4

@fayer3
Copy link
Copy Markdown
Member

fayer3 commented May 6, 2026

I'll look through it though, if you figured out solutions to some issues we have

@Bownlux Bownlux changed the title Open XR support 1.21.11 Open XR support May 12, 2026
@ELadrimonos
Copy link
Copy Markdown

From the perspective of someone who is not deeply involved in the project’s development yet (my only experience with this project has been playing it using an Oculus Rift S), does this Pull Request or the OpenXR development branch in general aim to implement Foveated Rendering to improve performance on the new Steam Frame in standalone mode?

And, if relevant, would it also include support for implementing in-game controller actions/buttons so that Steam Frame correctly detects and maps the controls, instead of falling back to the default “Oculus-style” VR controller emulation used for games that do not implement native controller layouts/input profiles?

https://partner.steamgames.com/doc/steamframe/engines/custom

@fayer3
Copy link
Copy Markdown
Member

fayer3 commented May 24, 2026

neither of what you mentioned is specific to openxr.
foveated rendering can be done with openvr, just needs an external program to get the eye look point
steam frame controller defaults can also be supplied with openvr.
in short, no openxr is nothing to improve performance on our side. just some headsets play more nicely with it that steamvr

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants