Thanks!Just for the sake of completeness:
- Elite Dangerous does not (yet) use the OpenXR API to address any VR runtime -- only those proprietary to OVR (Oculus), and OpenVR (SteamVR).
- All three of the most common VR runtimes (Oculus, OpenVR, WMR) can now be addressed using the OpenXR API, as an alternative to their own APIs.
- If you play Elite through OpenXR, that is not directly, buy by way of one wrapper or other, that intercepts OpenVR calls from the game, and "translates" them to OpenXR equivalents (they are similar enough, in many ways). Whether this incurs any significant overhead, depends on whether your chosen active OpenXR-compliant VR runtime is the one your HMD talks to, or whether you have E.g. SteamVR chosen, even though you are using an Oculus headset, so that you still go through SteamVR, on top of OVR, anyway, negating the whole point of the procedure.
- What you lose, by bypassing SteamVR, is its overlay system, which will not matter if you do not use any such overlays in any case. :7
And super interesting.
- All three of the most common VR runtimes (Oculus, OpenVR, WMR) can now be addressed using the OpenXR API, as an alternative to their own APIs.
To help get my dumb head around this...
So, if I had to go though SteamVR for instance, I would be using OpenVR but OpenVR would need to go through OVR(Oculus) which I presume would need some form of translation as there isn't addressing?
But with the OXR API, that does have addressing to OVR so it consequently doesn't need to go through such a complex translation process therefore performs better?
Has anyone tested the impact of the SteamVR overlay? If it does make a difference, is there a linky to how turn off the overlay?
Thanks!