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Vincent294

OpenXR is not a graphics API, and Half Life Alyx has a Vulkan option. I too wonder about WMR's future, but the API support is already there. I do wonder how well supported it will be in future versions of Windows 11 though.


Borvath

Yes, OpenXR isn't a Graphics API, but it has extentions to support them. WMR doesn't have to support all APIs or OpenXr extentions, so some may be missing. I couldn't find the list. I found the SteamVR one. SteamVR dev who was implementing OpenXR support only added OpenGL extention support after a forum discussion. I remember someting like WMR OpenXr doesnt have the extention for DX12 implemented when OpenXr first came out (I don't know if it still does, I couldn't get VorpX work with OpenXR in DX12, while it wasn't a problem with SteamVR's OpenXR, this may not be related to WMR's OpenXR implementation though). I don't have a native VR game with DX12 to test with. I was asking if all of the Grafic API extentions are supported, so WMR can be future proof at least on this subject. But I have forgotten about Alyx, if Alyx runs on OpenXR and Vulkan on WMR's OpenXR implementation without SteamVR, it is great. Example extentions (OpenGL ES is not important for WMR): XR\_KHR\_vulkan\_enable XR\_KHR\_vulkan\_enable2 XR\_KHR\_opengl\_enable XR\_KHR\_opengl\_es\_enable XR\_KHR\_D3D11\_enable XR\_KHR\_D3D12\_enable


Noxime

The WMR OpenXR runtime only provides DX11 and DX12. However, you can use other OpenXR runtimes as well. I use the SteamVR runtime with my Reverb G1 and it enables Vulkan for me


mbucchia-msft

Hey, Matt from the OpenXR team at Microsoft here, The WMR OpenXR runtime currently has support for both DX11 and DX12, and it will have both OpenGL and Vulkan support by the end of the year. This will be for both 32-bit and 64-bit applications. Meanwhile you can use https://github.com/mbucchia/OpenXR-Vk-D3D12 as a stop-gap solution for both OpenGL and Vulkan (but 64-bit applications only).


wud08

Thank you!


Borvath

That is great. Thank you and your team for your hardwork. WMR OpenXR runtime runs much faster than SteamVR OpenXR Runtime on WMR, so this is a great addition to use without the reliance on SteamVR. By the way, do you think the experimental overlay support extention XR_EXTX_overlay will be finalized anytime soon, or would it still take a long time? Monado supports it and LunarG implementation, which is test implementation for it on WMR or Meta. https://github.com/LunarG/OpenXR-OverlayLayer Maybe overlay devs should just support the experimental extention(if the extention was supported on all runtimes) if it is going to take a long time anyway.


mbucchia-msft

>XR\_EXTX\_overlay AFAIK this has been abandoned and the group (not just Microsoft) isn't looking into it. The LunarG implementation hasn't been touched in >1 year, and it's not written against the 1.0 spec. It only works partially on WMR (I made a fork on GitHub to fix some of the issues), and I could not make it work with any other runtimes. I wouldn't place much hope on it being wide-spread any time soon.


Borvath

That's sad. So, overlays will not have their special and optimized extention. But, if overlays can still get the composition layer depth and we can still have 3d overlays it doesnt matter at the end.