1.21.11 Open XR support #465
Conversation
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um thanks? but we already have an in dev openxr branch https://github.com/Vivecraft/VivecraftMod/tree/openxr-1.21.4 |
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I'll look through it though, if you figured out solutions to some issues we have |
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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 |
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neither of what you mentioned is specific to openxr. |
(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.