Repository navigation
Conversation
|
Thanks for this, and for testing on a real Quest 1. Getting the menus and previews rendering there is great, and the flavour split is a clean way to handle the different CPU and launcher. I checked it against current 1. An APK can package the other flavour's game kit
To reproduce: build
One option: have the export task check that the chosen tree's 2. The Dawn package switch doesn't change anythingI downloaded both pinned So this change can't be what stops Could you check what actually fixed instance creation on your Quest 1? If the current pin already works there, I'd drop this hunk and that doc sentence, since the hunk also moves away from upstream's pin in patchzyy#215. 3. The pipeline scheduling change applies to every Android headsetThe copy workarounds are gated on
The Could you either gate this on Quest 1 like the copy fixes, or split it into its own PR with before/after numbers from a newer headset (first-race hitching and frame times)? CONTRIBUTING.md asks for one change per PR anyway, and this one touches the headsets that already work. |
…lone-selective-integration # Conflicts: # docs/quest-port.md
|
Thanks for the detailed review. I’ve pushed fixes for all three items.
I also merged the latest openxr-work. Both Android flavor test suites, the Windows Setup build, and compilation of the merged native pipeline scheduler pass. I need test on my headsets still and won't get time for a little bit, but i'll do that as soon as i can. |
|
Thanks, these look good. Points 2 and 3 are resolved. Recording the CPU in the kit is the right design for point 1, and I like that the APK build, game build, on-headset build and import all check it. As pushed, though, the kit export fails on Windows for every variant, for two separate reasons. 1. Debug variants never find a CMake tree.
The native trees are Release in every variant, so I'd drop the build-type condition and keep only the CPU one. 2. I reproduced both by running |
|
Thanks for the clear reproduction. I’ve removed the build-type condition and made the PowerShell CMake-cache regex CRLF-safe. I reproduced both modern Quest debug and release exports against Release-native trees, verified the CRLF case under .NET’s regex engine, and reran both Android flavor test suites. The fixes are in bca303c. |
|
Thanks for the quick turnaround. I've merged this into I tested the When you test on your Quest 1, please use the merged
Let me know how it goes, and thanks again for bringing Quest 1 support. |
|
This is awesome. Thank you! I'm indisposed this next week, but I've got some more stuff I want to add in when I'm available again. |
I've merged in what I could from my initial work to yours. I didn't have a launcher or anything, so a lot of the stuff i was doing wouldn't fit with the improvements. Yours has more polish, so I preferred yours, but the improvements i've added for Quest 2 and Quest 1 are in place. I confirmed that both headsets will launch the game. Quest 2 performs great, quest 1 needs some love, but i think it can handle it. it runs about half speed, but smooth. I have some other improvements that i want to add (fixing quest 1 stuff, and improving build steps so we're not reliant on windows.) I'm going to add some more pr's later when i get more time, but hopefully this gets us moving in a positive trajectory :)
As a note on Quest 1 builds, the firmware on that headset doesn't support hybrid launches, so i had to create an additional entry for launching the game in immersive mode, and the settings will be it's own entry in the library. There were also some changes to the graphics pipeline on q1.