I'm really personally enjoying my XR Elite, but currently, we can't use this device as we had hoped. Our use case requires the horsepower of a PC in Unity. Building an AIO apk isn't an option. Our software does some pretty heavy simulation. I've investigated the documentation and forum a bit before writing here, but I'm still unsure. Please clarify for me and others that have a similar use case.
I'm looking at this page: https://developer.vive.com/resources/openxr/openxr-pcvr/overview/ . I assuming Scene Understanding is segmentation and occlusion via depth, and I see that is unavailable for Unity for the XR Elite. I also read that due to privacy concerns the camera stream isn't available for development. That's noble.
We've had success using the chromakey function in ALVR, but as awesome that project is, we really can't deliver that to our customers as a deliverable solution. We made our scene black and chromakeyed it out using ALVRs button combo to allow passthrough. Furthermore, @korejan has noted what we are seeing: our scene is oversaturated.
When we purchased our headsets we were eager to use the depth camera as well as the MR capability, but it seems that's just for AIO apps? If that's the case we'd be just grateful to settle for an ALVR like solution where we don't require access to the camera data on the PC: color key it out. Sadly, that's what Varjo does beyond your fingers, disappointingly. Nobody seems to match Stereolabs in occlusion, I guess.
So please, let us know what the plan is for PCs. Right now this XR Elite is a VR Elite for us. Enclosed is an example of what our use case is like from Varjo XR-3:
Dan