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Full Version: When will Dolphin VR OpenXR be released?
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(09-25-2019, 09:22 AM)Billiard26 Wrote: [ -> ]I'm currently hacking OpenXR into Dolphin. I hope to have something semi-usable maybe within a week.
Headset support for OpenXR is limited right now. Good luck having hardware that will actually be able to test it.

I remember your name from a long time ago. You worked on some controller-related issues like steering wheel force feedback or LilyPad or something along those lines. You were awesome back then and you continue be awesome! Heart
You may be thinking of "Billard" who made a few N64 controller plugins (xinput and wiimote) and worked on a few other things I think. Not sure if they are one in the same (the spelling is a bit different), apologies if you are both the same person. Tongue

http://www.emutalk.net/threads/44196-Wii-mote-controle-with-project64-how-to-please?p=402799&viewfull=1#post402799
That was me too. Tongue

BosPete

(09-28-2019, 05:49 AM)Billiard26 Wrote: [ -> ]That was me too. Tongue

Any update on openXR support would like to play doplhin in VR again
(10-19-2019, 04:55 AM)BosPete Wrote: [ -> ]Any update on openXR support would like to play doplhin in VR again

My progress is here:
https://github.com/dolphin-emu/dolphin/pull/8380

It currently only works with D3D11. The buildbot is having troubles with it so you'll have to build it yourself.

If someone actually has some OpenXR supporting hardware (probably just Windows Mixed Reality) and they want to test and provide feedback I can upload a compiled version.

BosPete

(10-19-2019, 07:17 AM)Billiard26 Wrote: [ -> ]My progress is here:
https://github.com/dolphin-emu/dolphin/pull/8380

It currently only works with D3D11. The buildbot is having troubles with it so you'll have to build it yourself.

If someone actually has some OpenXR supporting hardware (probably just Windows Mixed Reality) and they want to test and provide feedback I can upload a compiled version.



supposedly the rift has hidden openXR support 
https://uploadvr.com/oculus-rift-basic-openxr-support/

but I have a valve index 
BosPete Wrote:but I have a valve index

Having the Valve Index was your choice, you will have to wait for Valve to start supporting this open standard. This is not something the devs here can help you with.

Crementif

(10-19-2019, 07:17 AM)Billiard26 Wrote: [ -> ]My progress is here:
https://github.com/dolphin-emu/dolphin/pull/8380

It currently only works with D3D11. The buildbot is having troubles with it so you'll have to build it yourself.

If someone actually has some OpenXR supporting hardware (probably just Windows Mixed Reality) and they want to test and provide feedback I can upload a compiled version.

Well, I'd actually be willing to provide feedback or help with some code/debugging, if that's helpful. I also happen to have a Windows Mixed Reality headset that I can use for testing.

The problem is, however, that I've compiled the PR and tried to get it working, but I can't get past the xrCreateSession call, whether I use Windows Mixed Reality simulator or my actual headset. Here's the debug output from Visual Studio, attached to a debug build:
Code:
44:41:586 videocommon\postprocessing.cpp:72 E[Video]: Post-processing shader not found: P:\Dolphin\dolphin\Binary\x64/Sys/Shaders/(off).glsl
44:41:620 common\openxr.cpp:137 I[Video]: OpenXR: Available extension: XR_KHR_win32_convert_performance_counter_time
44:41:620 common\openxr.cpp:137 I[Video]: OpenXR: Available extension: XR_KHR_D3D11_enable
44:41:621 common\openxr.cpp:137 I[Video]: OpenXR: Available extension: XR_KHR_composition_layer_depth
44:41:621 common\openxr.cpp:137 I[Video]: OpenXR: Available extension: XR_KHR_visibility_mask
44:41:621 common\openxr.cpp:137 I[Video]: OpenXR: Available extension: XR_MSFT_unbounded_reference_space
44:41:621 common\openxr.cpp:137 I[Video]: OpenXR: Available extension: XR_MSFT_spatial_anchor
44:41:621 common\openxr.cpp:137 I[Video]: OpenXR: Available extension: XR_EXT_debug_utils
44:41:660 common\openxr.cpp:197 I[Video]: OpenXR: Runtime name: Windows Mixed Reality Runtime
44:41:660 common\openxr.cpp:220 I[Video]: OpenXR: System name: Windows Mixed Reality
Exception thrown at 0x00007FFBFDB6A839 in Dolphin.exe: Microsoft C++ exception: wxr::XrResultException at memory location 0x00000067C5EFE6EC.
Exception thrown at 0x00007FFBFDB6A839 in Dolphin.exe: Microsoft C++ exception: [rethrow] at memory location 0x0000000000000000.
Exception thrown at 0x00007FFBFDB6A839 in Dolphin.exe: Microsoft C++ exception: wxr::XrResultException at memory location 0x00000067C5EFE6EC.
47:41:117 common\openxr.cpp:290 E[Video]: OpenXR: xrCreateSession: -1 // XR_ERROR_VALIDATION_FAILURE
Dolphin continues to run the game after that, but since there's no OpenXR session made, there's no changes on the Windows Mixed Reality headset.

Things I've tried:
- Since the error should mean that "the function usage was invalid in some way", I checked if the calls to the other OpenXR functions had valid parameters according to the specs or returned some error that wasn't XR_SUCCESS. Nothing seemed to be off from the specifications to me, and at the breakpoint, no parameter looks invalid either.
- Some lengthy things like compiling OpenXR myself to get debug information and trying Microsoft's own open-source OpenXR sample to check if my headset and OpenXR was working. The debug build made it output some extra exceptions where things go awry. I also tried adding the "XR_APILAYER_LUNARG_core_validation" OpenXR layer, but couldn't get it to find the layer files. I'll be giving this some more attempts.

Then, I found what is probably the thing that's causing OpenXR to be upset, at least on my PC since you seem to get output. At least, that's what I assume (I have some OpenGL and Vulkan knowledge, but DirectX isn't something I'm familiar with). There's a line in the Visual Studio's debugger output (before the OpenXR implementation is initialized) that sounds like it's related to the issue I'm having:

DXGI WARNING: IDXGIFactory::CreateSwapChain1 or IDXGISwapChain::SetFullscreenState: Stereo is disabled. [ MISCELLANEOUS WARNING #128: ]

The error appears after this "CreateSwapChainForHwnd" function is called. It does return S_OK. So, I think that there's some problem here.


Thanks for making this whole OpenXR thing happen, btw! Also, I posted it here instead of the Github PR since I didn't want to send a long message what could very much be PC problems, but I could also post this on the Github PR if that's better. I'll look into doing some code review things, but I'll just leave my problem here for now. If you need more information, videos or whatever, do ask :)
(10-19-2019, 07:17 AM)Billiard26 Wrote: [ -> ]My progress is here:
https://github.com/dolphin-emu/dolphin/pull/8380

It currently only works with D3D11. The buildbot is having troubles with it so you'll have to build it yourself.

If someone actually has some OpenXR supporting hardware (probably just Windows Mixed Reality) and they want to test and provide feedback I can upload a compiled version.

FWIW, I seem to be getting the same thing as Crementif. I have a lenovo explorer. I did set 3d mode to openxr and am using d3d11. The only thing in dolphin's log that is about openxr is 
Code:
common\openxr.cpp:287 E[Video]: OpenXR: xrCreateSession: -1
when you start up the game or when you use or stop using emulation speed limit.

Crementif

(10-24-2019, 06:42 AM)Craftyawesome Wrote: [ -> ]FWIW, I seem to be getting the same thing as Crementif. I have a lenovo explorer. I did set 3d mode to openxr and am using d3d11. The only thing in dolphin's log that is about openxr is 


Code:
common\openxr.cpp:287 E[Video]: OpenXR: xrCreateSession: -1
when you start up the game or when you use or stop using emulation speed limit.

Good to know that I'm not the only person experiencing this. I'm guessing the PR just needs a little work, perhaps to the swap chain creation parts. I've tried a bunch of things to get rid of the
DXGI WARNING: IDXGIFactory::CreateSwapChain1 or IDXGISwapChain::SetFullscreenState: Stereo is disabled. [ MISCELLANEOUS WARNING #128: ]
warning, but nothing really worked unfortunately. I also use the Lenovo Explorer, though since it doesn't work with the Mixed Reality simulator either.
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