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Tesseract brought to OpenVR
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Support for gestures (e.g. on HTC Vive wands' touchpads) is required.
The current implementation of light tiles has been disabled, since it doesn't work with single viewport stereo rendering.
Currently head position tracking is tied to the current physics framerate, which is much lower than the desired 90Hz rendering rate. As a result, there's latency introduced when moving around.
Might need separate "move" and "physics" passes. The first one would run each frame and the second one would correct the position based on collision, air resistance, etc.
This approach however is prone to jerky movement, particularly when smoothly moving on slopes and stairs.
Therefore another approach would be simply running the physics pass for the VR player each frame. It's less optimal but far more accurate and in result, immune to aforementioned issues.
When the camera is underwater and tilted to one side, certain underwater effects such as caustics become broken.
Currently HDR rendering takes the entire frame as a whole (which includes both views), as a result various issues occur such as bloom leaking.
The user should be able to easily switch into and from VR mode within the game.
SteamVR provides a generic interface for input, allowing for use of predefined 'actions' which can be bound to different controllers automatically.
I tried out your implementation with my Oculus Quest 2 device.
Outcome:
Any chance you could look into this?
AO is currently broken when used with single viewport stereo rendering.
The UI should be displayed in the world, in 3D (see. Sauerbraten 3D GUI) in order to be useful in VR.
Implementing it will open the way to controller context menus, HUDs, etc.
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