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[TRACKER] OpenXR in Godot 4 #69647

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@BastiaanOlij

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@BastiaanOlij

We've identified several outstanding issues with OpenXR. Just raising this issue to keep track of them.

Core features

Extensions

Depth buffer

OpenXR allows supplying the depth buffer, the XR runtime can use this information to perform more accurate re-projection when framerates are not met. On Quest the depth buffer can be combined with a motion vector buffer to enable application spacewarp, a more advanced version of re-projection. Motion vector support is not yet available on the mobile renderer but solving the issues already found will be paramount to solving this.

Vulkan specific

OpenGL specific

DX12 specific

  • Implement multiview support
  • Add DX12 extension for OpenXR

Misc

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