oculus says that they are developing an openXR version of the SDK and will give up support for the mobile SDK in a modest time.
CloudXR is currently using OVR Mobile SDK 1.35.0 will the sample client be changed to use openXR?
And can SpaceWarp technology be applied to the cloudXR client?
An OpenXR-based client is on the roadmap, but I don’t have any ETA.
Early discussion about SpaceWarp is that it may not work for many technical reasons.
I’m Looking for OpenXR based solution with our new HMD device. Can you please help me on this? with HelloXR I tried to merge CloudXR but facing FPS issue in latch frame. Also Renderning not working as needed.
need as much detail as you can provide. client and server logs (and a logcat -d dump at end of run) to start would be of some help hopefully…
we don’t officially support OpenXR yet, but I can tell you that we have internal apps I believe running openxr, and having no particular issues.
Hi,
We have standard OpenXR Android Loader supported HMD. In which we implementing CloudXR solution using OpenXR’s SDK. We are able to connect to server and also fetching/releasing frames but facing issue in Rendering. And we assume that is due to FPS we getting low with implementation of OpenXR. We checked by putting CloudXR latch frame code in separate thread but in that we are getting only 2 FPS in while loop. So, here we need guideline that we are on right track or not and also Rendering part is looks very bad so need help on that as well (facing pixelation issue and dark screen). Here I’m attaching logs of client and server end both. Please check and share your thoughts and solution.
Thanks,
CloudXR Server - SteamVR Log 2022-12-09 11.15.01.zip (32.9 KB)
Client - Android Logs.txt (588.4 KB)
Hi, we have done OpenXR Client and open souce here xr_app_openxr_oculus. And also other client like Pico and HTC.
Here is a littel note about my project:
- Enable cloudxr support must put your CloudXR.aar under third_party/cloudxr dir and set BUILD_WITH_CLOUDXR_SUPPORT = true in config.gradle
- The total larkxr_native_android_app folder is a android studio project need android sdk and ndk.
- If you dont need larkxr sdk(my sdk provide connect and start cloud app and streaming but need larkxr server), just change #define LARK_SDK_ID “something” in lib_xr_common_ui/src/main/cpp/application.h and build the project.
- The project can be just a simple cloudxr client with simple opengl ui (libpxygl and lib_xr_common_ui). More details about cloudxr and openxr see xr_app_openxr_oculus source ( oxr_application.cpp cloudxr_client_ ) and just ignore lark::XRClient if you dont need it.
Hi, is your problem solved? We have done lot of clients which run in andoird VR HMD device. Can we try your new device or just buy one to make a new client.