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Update OpenXR Settings page
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@@ -9,8 +9,11 @@ we will only discuss the settings in the core of Godot here.
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.. image:: img/openxr_settings.webp
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General settings
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----------------
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Enabled
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-------
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~~~~~~~
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This setting enables the OpenXR module when Godot starts.
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This is required when the Vulkan backend is used.
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@@ -21,12 +24,12 @@ This also needs to be enabled to get access to the action map editor.
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You can use the ``--xr-mode on`` command line switch to force this to on.
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Default Action Map
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------------------
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~~~~~~~~~~~~~~~~~~
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This specifies the path of the action map file that OpenXR will load and communicate to the XR Runtime.
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Form Factor
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-----------
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~~~~~~~~~~~
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This specifies whether your game is designed for:
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@@ -36,7 +39,7 @@ This specifies whether your game is designed for:
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If the device on which you run your game does not match the selection here, OpenXR will fail to initialise.
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View Configuration
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------------------
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~~~~~~~~~~~~~~~~~~
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This specifies the view configuration your game is designed for:
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@@ -51,7 +54,7 @@ If the device on which you run your game does not match the selection here, Open
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These may be supported in the near future.
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Reference Space
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---------------
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~~~~~~~~~~~~~~~
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Within XR all elements like the player's head and hands are tracked within a tracking volume.
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At the base of this tracking volume is our origin point, which maps our virtual space to the real space.
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@@ -60,7 +63,7 @@ depending on the XR system used.
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In OpenXR these scenarios are well defined and selected by setting a reference space.
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Local
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~~~~~
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^^^^^
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The local reference space places our origin point at the player's head by default.
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Some XR runtimes will do this each time your game starts, others will make the position persist over sessions.
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@@ -83,7 +86,7 @@ so your game can react accordingly.
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You should **not** call ``center_on_hmd`` when using this reference space.
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Stage
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~~~~~
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^^^^^
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The stage reference space is our default reference space and places our origin point at the center of our play space.
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For XR runtimes that allow you to draw out a guardian boundary this location and its orientation is often set by the user.
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@@ -111,7 +114,7 @@ In Godot you can do this by calling the ``center_on_hmd`` function on the :ref:`
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Any other XR tracked elements such as controllers or anchors will also be adjusted accordingly.
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Local Floor
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~~~~~~~~~~~
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^^^^^^^^^^^
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The local floor reference space is similar to the local reference space as it positions the origin point where the player is.
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In this mode however the height of the player is kept.
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@@ -146,7 +149,7 @@ so your game can react accordingly.
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You should **not** call ``center_on_hmd`` when using this reference space.
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Environment Blend Mode
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----------------------
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~~~~~~~~~~~~~~~~~~~~~~
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The environment blend mode defines how our rendered output is blended into "the real world" provided this is supported by the headset.
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@@ -166,7 +169,7 @@ If a mode is selected that is not supported by the headset, the first available
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.. _doc_openxr_settings_foveation_level:
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Foveation Level
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---------------
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~~~~~~~~~~~~~~~
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Sets the foveation level used when rendering provided this feature is supported by the hardware used.
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Foveation is a technique where the further away from the center of the viewport we render content, the lower resolution we render at.
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@@ -182,7 +185,7 @@ The higher the level, the better the performance gains, but also the more reduct
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This feature is disabled if post effects are used such as glow, bloom, or DOF.
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Foveation Dynamic
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-----------------
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~~~~~~~~~~~~~~~~~
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When enabled the foveation level will be adjusted automatically depending on current GPU load.
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It will be adjusted between low and the select foveation level in the previous setting.
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@@ -192,7 +195,7 @@ It is therefore best to combine this setting with foveation level set to high.
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**Compatibility renderer only**
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Submit Depth Buffer
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-------------------
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~~~~~~~~~~~~~~~~~~~
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If enabled an OpenXR supplied depth buffer will be used while rendering which is submitted alongside the rendered image.
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The XR runtime can use this for improved reprojection.
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@@ -203,7 +206,7 @@ The XR runtime can use this for improved reprojection.
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it is advised to leave this setting off unless it provides noticeable benefits for your use case.
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Startup Alert
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-------------
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~~~~~~~~~~~~~
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If enabled, this will result in an alert message presented to the user if OpenXR fails to start.
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We don't always receive feedback from the XR system as to why starting fails. If we do, we log this to the console.
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@@ -219,7 +222,19 @@ or if you're handling the failure condition yourself by checking ``OpenXRInterfa
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Extensions
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----------
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This subsection provides access to various optional OpenXR extensions.
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This subsection allows you to enable to various optional OpenXR extensions. Keep in
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mind that the extensions will only work if the OpenXR runtime (SteamVR, Oculus, etc)
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the project is ran with supports them.
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Debug Utils
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~~~~~~~~~~~
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Enabling this will log debug messages from the XR runtime.
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Debug Message Types
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~~~~~~~~~~~~~~~~~~~
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This allows you to choose which debug messages are logged.
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Hand Tracking
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~~~~~~~~~~~~~
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@@ -233,6 +248,36 @@ If your game only supports controllers this should be turned off.
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See the chapter on :ref:`hand tracking <doc_openxr_hand_tracking>` for additional details.
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Hand Tracking Unobstructed Data Source
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Enabling this means hand tracking may use the exact position of fingers, usually
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what a headset camera sees.
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Hand Tracking Controller Data Source
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Enabling this means hand tracking may use the controller itself, and infer where
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fingers are based on controller input or sensors on the controller.
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Hand Interaction Profile
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~~~~~~~~~~~~~~~~~~~~~~~~
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Enabling this extension allows the use of two new hand tracking poses. Pinch pose
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which is the location between the thumb and index finger pointing forward, and poke
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pose which is at the tip of the index finger.
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This also allows 3 more gesture based inputs. Pinch, when the user pinches their
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thumb and index finger together. Aim activation, when the index finger is fully
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extended. And Grasps, when the user makes a fist.
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When a hand interaction profile and controller interaction profile are supplied, the
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runtime will switch between profiles depending on if optical tracking is used or if
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the user is holding a controller.
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If only a hand interaction profile is supplied any runtime should use hand
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interaction even if a controller is being held.
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Eye Gaze Interaction
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~~~~~~~~~~~~~~~~~~~~
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@@ -253,3 +298,19 @@ and set its ``tracker`` property to ``/user/eyes_ext``
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and set its ``pose`` property to ``eye_pose``.
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Now you can add things to this controller node such as a raycast, and control things with your eyes.
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Binding Modifiers
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-----------------
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These control whether or not binding modifiers can be used. Binding modifiers are
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used to apply thresholds or offset values.
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Analog Threshold
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~~~~~~~~~~~~~~~~
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Allow analog threshold binding modifiers.
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Dpad Binding
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~~~~~~~~~~~~
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Allow D-pad binding modifiers.
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