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Description
We've identified several outstanding issues with OpenXR. Just raising this issue to keep track of them.
Core features
- Auto exposure only works in left eye In XR auto exposure works only for a left eye #69000
- VRS being made available even when not supported Fix VRS object being created even when not supported #69091
- Query OpenXR for a density map once supported
- Render order issue XR: materials rendering in wrong order #68469 (this is likely caused by the depth buffer issues, see below)
- Only background is being rendered Nothing except for world environment renders to XR camera. #65864 (this is likely caused by depth buffer issues, see below)
- Action map save issue OpenXR Action Map loses unsaved changes easily #68041
- Fix various issues around the action map Various fixes for OpenXR action map meta data and editing #68528
- Fix sky orientation issue Fix mobile and gl_compatibility renderers
sky_transform
operations #69636 - Fix stereo issue in sky VR XR PanoramaSkyMaterial rendering problem #62738
Extensions
- Support implementing OpenXR extensions as GDExtensions Add GDExtension support for OpenXR extension wrappers #68259
- add support for various composition layers (as extra (2D) Viewports rendering to XRSwapChains)
- add support for Dpad bindings in Action map: https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_dpad_binding
- Port performance settings extension from Godot 3 plugin: https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_performance_settings
- Implement render models API once core version becomes available
- Implement Metas Scene capture extension: https://github.com/migeran/godot_openxr_meta
- Ensure interfaces avoid multiple inheritance of classes with data members OpenXRExtensionWrapperExtension: Avoid use of multiple inheritance with data members #69694
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.
- Left eye depth buffer is supplied for the right eye Fix typo in OpenXR depth buffer submission #69648
- Mobile renderer is not resolving MSAA depth buffer to final depth buffer
- Clustered renderer fails to resolve MSAA depth buffer to final depth buffer if compute shaders are used, it's not possible to set the
VK_IMAGE_USAGE_STORAGE_BIT
- Make depth buffer support optional so it can be turned off when effects are used that break the solution Make submitting depth buffer in OpenXR optional #69654
Vulkan specific
OpenGL specific
- Image flip issue when presenting preview image on desktop [opengl] Don't flip render target when blitting it to screen if it wasn't rendered upside down #69581
DX12 specific
- Implement multiview support
- Add DX12 extension for OpenXR
Misc
- WMR devices over SteamVR are not always working SteamVR crashes and desktop screen flashes (on HP Reverb G2?) when running VR project in beta 3 and later. Project works fine in Beta 2. #67398 (possible driver issue with MS)
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