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| Assets | 3 years ago | |
| Config | 3 years ago | |
| Gem | 1 year ago | |
| Levels | 3 years ago | |
| Platform | 3 years ago | |
| Registry | 11 months ago | |
| Resources | 3 years ago | |
| ShaderLib | 3 years ago | |
| cmake | 3 years ago | |
| .gitignore | 3 years ago | |
| CMakeLists.txt | 3 years ago | |
| README.md | 2 years ago | |
| autoexec.cfg | 3 years ago | |
| game.cfg | 3 years ago | |
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| project.json | 1 year ago | |
This project was setup to function as test bed for openxr development. It is a simple level that can be used as is or even modified to run experiments related to feature development for XR work. These experiments could be related to cpu or gpu performance work or adding new features related to this work.
development branch. For details refer to Setting up O3DE from GitHub.development branch. For details refer to O3DE-Extras readme.Register XR and OpenXRVk gems within O3DE:
>scripts\o3de.bat register -gp <your path to o3de-extras>/Gems/XR
>scripts\o3de.bat register -gp <your path to o3de-extras>/Gems/OpenXRVk
Once the gems are registered within O3DE you can enable XR and OpenXRVk gems in your project as usual with project manager or command line. For details refer to Adding and Removing Gems.
The project OpenXRTest is already setup with XR and OpenXRVk gems enabled and provides test levels (DefaultLevel and XR_Office).
<project-build-path>/bin/profile> Editor.exe -rhi=vulkan -openxr=enableCtrl+G.ESC will exit game mode and stop rendering on Meta Quest 2.<project-build-path>/bin/profile> <ProjectName>.GameLauncher.exe -rhi=vulkan -openxr=enable
> Note
> Make sure to indicate an initial level to load.OpenXRVk gem in the following folder OpenXRVk\External\OculusOpenXRMobileSDK.<project-path>/Registry/autoexec.game.setreg and is set to be DefaultLevelMake sure that Asset Processor is set to process Android assets. For openXrTest project we have created <project-path>/Registry/AssetProcessor.setreg file with following content to generate android assets in the cache:
{
"Amazon": {
"AssetProcessor": {
"Settings": {
"Platforms": {
"android": "enabled"
}
}
}
}
}
In order to help with gpu performance we have created <project-path>/Registry/OpenXR.setreg within OpenXRTest project. You can also set the ViewResolutionScale setting per platform to scale down the resolution and gain performance at the cost of picture quality. We have currently set it to 75% of the native resolution. This can be bumped to 100% when foveated rendering is enabled.
{
"O3DE": {
"Atom": {
"OpenXR": {
"Enable": true,
"android_ViewResolutionScale": 0.75
}
}
}
}
Run Asset Processor and wait for all the assets to be processed.
Connect Meta Quest 2 to the PC.
Build and deploy android following these steps with the following alterations:
o3de-atom-sampleviewer. So in this case it will be OpenXrTest project.generate_android_project.py command use LOOSE for %O3DE_ANDROID_ASSET_MODE% and add the option --oculus-project.
> Note:
> When targeting OpenXR devices other than Meta Quest 2, do not include --oculus-project option.deploy_android.py command use APK for %O3DE_ANDROID_DEPLOY_TYPE%.When openxr is enabled (-openxr=enable) the app will automatically try to use the XR pipeline. There are three cvars defined in \o3de\Gems\Atom\Bootstrap\Code\Source\BootstrapSystemComponent.cpp which contain names of the XR related pipelines.
For terms please see the LICENSE*.TXT files at the root of this distribution.