GSoC: VR Support through OpenXR - TODO's #67083
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Reference: blender/blender#67083
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VR Support through OpenXR - TODO's
This task is to list open ToDo's for the Core Support of Virtual Reality Headsets through OpenXR GSoC project. Most of the items here should be tackled as part of the GSoC coding period.
New features to be added are not listed here.
Rendering
General Stability
Monado OpenXR runtime crashes at swapchain creation-- (Appears to be a limitation of NVidia optimus on Linux. Monado team is checking.)Build System
Automatically set environment variables required to find API-layers-- The OpenXR SDK repository we currently (and preferably) use doesn't include the API-layers. For now users will have to setup the layers themelves if they want to use them (it's a debug feature only).More generic CMake variables (e.g. autodetect OpenXR version)-- Not needed after recent refactor of OpenXR related build system parts.Miscellaneous
Added subscribers: @JulianEisel, @dfelinto, @sebastian_k
Added subscriber: @LazyDodo
= VR Support through OpenXR - TODO'sto VR Support through OpenXR - TODO'sThe actual drawing hurts the performance the most, however, when in DX11 mode, calling swapbuffers on the OGL offscreen buffer for some reason vsyncs to the regular display (60hz) followed by a swap buffer on the DX Surface which vsyncs to 90hz on the rift.
So when in DX mode (and only in DX mode) we can as far as I can see skip the swap on the ogl back buffer and side step a 60hz vsync there.
This lifted my framerate when drawing nothing from 45 to 90 fps. (but since it wasn't drawing anything, i couldn't check for any visual issues)
However as soon as actual drawing is involved frame rate falls to 15ish fps regardless, even with just a simple cube in the scene.
Added subscriber: @snakeblade
VR Support through OpenXR - TODO'sto GSoC: VR Support through OpenXR - TODO'sChanged status from 'Confirmed' to: 'Resolved'
Most of the points here were addressed. The separate drawing thread idea isn't implemented yet, but that's a project that can be done as a part of regular VR development.
Added subscriber: @satishgoda1