kwahoo wrote: ↑Mon Sep 02, 2019 4:02 pmReviving this thread, because a lot happened in VR world in the last few weeks.
Finally we have a standard, open platform for VR and AR OpenXR
There is also an open source XR runtime called Monado
The biggest issue with Monado/OpenXR at this moment is limited device support. Monaro supports OpenHMD hardware only, which means that it has very limited support for Oculus Rift and HTC Vive and some other headsets. Rift S and Valve Index seem not supported at all.
OpenVR hardware support is much better, but it is dependent on proprietary SteamVR. In future OpenVR should be replaced by an OpenXR implementation.
There is another interesting project, xrdesktop. xrdesktop is a VR compositor supporting KDE and Gnome Shell. It also takes care about input from VR controllers.
The screenshot shows xrdesktop running on my Valve index.
Definitely yes. All big players (including Oculus and Valve) declared that they are working on OpenXR support. Oculus added some OpenXR bits to their latest SDK already.
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Awesome! I suggest you open a new forum thread. x-post it to here so people can follow. And then feel free to 'blast' the forum with questions. FC documentation leaves a lot to be desired, especially scenegraph (coin3d/pivy etc...).kwahoo wrote: ↑Sat Sep 14, 2019 7:38 pmI started some tinkering with OpenVR (since OpenXR does not support my hardware yet). My initial idea was using SoOffscreenRenderer to render textures just like jriegiel did. But it seems that this method does not work anymore(?). Even as simple example as this crashes for me with X Error of failed request: GLXBadContext
Binding framebuffer and using glFramebufferTexture2D seems to be a better approach.
Anyway, for some initial experimenting, there are Python bindings for OpenVR pyopenvr.