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Posts posted by Bloodwyn
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Dear Developers,
The Vive OpenXR implementation (with OpenGL, VIVE Cosmos, AMD RX6800XT) seems to created a GL_R16 texture instead of the requested GL_DEPTH_COMPONENT16 as a depth image (so same size, but wrong format).
Steam OpenXR creates the texture with the correct internalformat.
OpenGL does not allow for a RED texture to be used as a DEPTH texture. Using throws the GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT error.
The only fix I could find to get it to work in OpenGL is not to use z-buffering which is... bad 🙂
As this used to work in an earlier version of VIVE software and I can't find a way to downgrade VIVE Software again, I can only guess that this bug was added recently.
Hope someone of you devs reads this and can fix it 🙂
Regards
Optimal Framebuffer Resolution for VR device
in VIVE Console Software
Posted
Dear Vive folks,
today, I noticed that OpenXR recommends different resolutions per eye for rendering to the VIVE Cosmos depending on what OpenXR runtime I use.
Vive OpenXR: 2500x2953
Steam OpenXR: 2584x3052
Native Resolution according to the official specs: 1440 x 1700
I wonder why the runtimes recommend these odd resolutions (2953 is a prime number 😁). Wouldn't the VR experience be better if the images were rendered in the native resolution (FPS wise) or in a muliple of the native resoultion for a higher quality (e.g. 2880x3400)? Shouldn't the recommended resolution be the native resolution of the device, and the maximum a limiting value for developers when trading quality vs. performance?
OpenXR Struct I am talking about: https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrViewConfigurationView.html