Re:OpenXR – Cross-Platform, Portable, Virtual Reality
by zamalek on Tuesday February 28, 2017 @04:27AM
(#13752480)
> a standard cross-section
I don't envy the people doing this, in terms of controllers:
* There's Leap Motion Orion. Plausibly, there is some future tech involving body tracking.
* Valve doesn't know what the final form of the controller is[1], the current controllers are merely one of the better iterations.
* What we don't know.
There seems to be a need for multiple cross-sections. With the current state of flux in the field, I'm expecting controller to be highly vendor-extended.
Re:OpenXR – Cross-Platform, Portable, Virtual Reality
by maturz on Tuesday February 28, 2017 @12:17AM
(#13751440)
Maybe also audio (binaural), haptic feedback and eyetracking (foveated rendering) could be included.
Re:OpenXR – Cross-Platform, Portable, Virtual Reality
by geokon on Tuesday February 28, 2017 @10:27PM
(#13760790)
are head and motion tracking not inputs to determining the eye position/orientation? Are they things the develop should ever have to interact with directly?
for controllers you will need the position/orientation information as well - but that's not much for an API to do.
Again, I feel like I'm missing something
Everything else, from the various ways to perform head and motion tracking, to the myriad of input devices and controllers, varies wildly. Coming up with a standard cross-section of these features that most platforms support seems like an excellent idea to me.