(10-24-2019, 11:23 AM)Billiard26 Wrote: [ -> ]Not to say my PR is not broken, but please make sure Microsoft's OpenXR "demo scene" is even working.
I recall having to install a few things before OpenXR would function properly even in the simulator.
Microsoft has some info here:
https://docs.microsoft.com/en-us/windows/mixed-reality/openxr
Working for me
![[Image: TLkjFM8.png]](https://i.imgur.com/TLkjFM8.png)
Its also worth noting that Crementif can't get it on the simulator either. Could we be compiling something different?
Hey Craftyawesome,
I've found the issue that was causing the xrCreateSession to return -1, and made a fix. I'm now fully able to render the games on the headset. I'm pretty curious if this also fixes the problem for you, but I think it would. For more details,
check the comment I left on the Github PR, since I felt that it was more appropriate to report the implementation that was missing.
(10-27-2019, 11:13 AM)Crementif Wrote: [ -> ]Hey Craftyawesome,
I've found the issue that was causing the xrCreateSession to return -1, and made a fix. I'm now fully able to render the games on the headset. I'm pretty curious if this also fixes the problem for you, but I think it would. For more details, check the comment I left on the Github PR, since I felt that it was more appropriate to report the implementation that was missing.
With both your openxr branch and jordan-woyak's branch, it sort of works on d3d11. The left eye works fine, but the right eye is completely black. Is there any other settings I need to choose other than d3d11 and openxr?
Nope, I'm getting the same thing. There's no error either. Just some bug that you can't see in the Windows Mixed Reality Simulator, I think.
I'm willing to help test on Oculus Rift S. I do have the Oculus OpenXR runtime active for both x64 and x86. I am unfamiliar with Dolphin development though and not sure I want to attempt to get a dev environment working so prebuilt binaries would be easier for me >.>
I'm happy that people are working on this! Been waiting for years on an update. Seeing as though I will be working on a new pc build next year, are there any recommendation of a vr headset to test OpenXR with or should any vr headset suffice?
(11-14-2019, 09:26 AM)zelazon Wrote: [ -> ]I'm happy that people are working on this! Been waiting for years on an update. Seeing as though I will be working on a new pc build next year, are there any recommendation of a vr headset to test OpenXR with or should any vr headset suffice?
Currently only Windows MR headsets and Oculus Rift/Oculus Rift S headsets support OpenXR (and Oculus support for OpenXR currently requires some manual configuration). That's expected to change once other headset companies add OpenXR support. It looks like Dolphin is mostly being tested with Windows MR at the moment.
(11-14-2019, 10:23 AM)Sgeo Wrote: [ -> ]Currently only Windows MR headsets and Oculus Rift/Oculus Rift S headsets support OpenXR (and Oculus support for OpenXR currently requires some manual configuration). That's expected to change once other headset companies add OpenXR support. It looks like Dolphin is mostly being tested with Windows MR at the moment.
I'll look to pick up a Samsung Odyssey within a few months. Thanks for the info!
Valve Index supports OpenXR now. Testing/Beta state, but it's there now. Someone a build of the OpenXR build?