Implement XR_META_foveation_eye_tracked#112888
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This is working great in my testing on a Samsung Galaxy XR. For the most part the XR code looks good to me, but I have one question below.
Regarding the use of VulkanHooks: @m4gr3d, @BastiaanOlij and I discussed this, and we can't think of another graphics API or platform aside from OpenXR that would need to use offsets for a VRS texture. So, in our opinion, using VulkanHooks is fine for now. It's also completely internal and so if another use case comes up, we can rework this without causing any compatibility issues for developers.
But I'm curious to hear what folks on the rendering team think!
(FYI, the code from the revert of dsnopek@820b5a5 was written by @DarioSamo - just to give proper credit :-))
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Just to underline what David already said, I think this solution is sound for what we need. The VulkanHooks entry point is a bit iffy but as we don't know if any other graphics API will ever require this it's a solution with very little impact. |
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dsnopek
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The XR changes look great to me! We still need feedback from the rendering team on the rendering changes
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Thanks! |
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It's turned out that this PR has caused regression on Meta Quest (and probably other) devices. I've created issue #112988 to track it |
XR_META_foveation_eye_tracked
In addition to integrating with XR_META_foveation_eye_tracked, this reverts dsnopek@820b5a5 since it provides the offsets to the fragment density map.
See more discussion here: #102780 (which has a link to https://github.com/dsnopek/godot/tree/pr/99551-no-offset)