I agree with this editorial: there's too much fragmentation
The VR Fragmentation Nightmare https://packet39.com/blog/2019/01/08/the-vr-fragmentation-nightmare/ …
#VirtualReality #VR
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En réponse à @SkarredGhost
We're still waiting for
@OpenXR it can help us. Not sure when it's done but VR Dev is a nightmare when you want to support everything.2 réponses 0 Retweet 1 j'aime -
Well, that's where
#MRTK vNext comes in and newer frameworks based upon it. Granted only for Unity at the moment but it has wider goals than than. True cross platform#mixedreality solutions! We'll certainly be looking to work with the newcomers from#CES20191 réponse 0 Retweet 1 j'aime -
It's good for high level. But not for low level because a VR vendor can't create a SDK that uses unity's features like songlepass stereo and more. Openxr will help us with that
1 réponse 0 Retweet 1 j'aime -
Can you elaborate on that, keen to hear your thoughts, as MRTK is an implementation of openxr in reality
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No your are high level. It's not mrtk that is responsible of the rendering. You use unity.XR or external sdks right? You don't provide songlepass stereo? Occlusion culling, multiview instancing. Those low level features are in the core of the engine
1 réponse 0 Retweet 1 j'aime
OpenXR is mainly a low level driver. VR vendors will implements the openXR runtime. Engine will integrates the OpenXR SDK. That way users with any OpenXR headset will be able to play. MRTK, VRTK and other will stay framework, which is good
Le chargement semble prendre du temps.
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