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Mention that Godot OpenXR doesn't work with Microsoft MR runtime (#5554)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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@@ -4,7 +4,7 @@ Switching runtimes
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==================
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In OpenXR, it is standard for each runtime to implement a mechanism to make it
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the current runtime. In Steam, the Oculus application or Windows MR portal,
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the current runtime. In Steam, the Oculus application or Windows MR portal,
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there will be an option to switch to their runtime as the current OpenXR runtime.
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Generally speaking, end users will have a preferred runtime due to not having a reason
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@@ -16,6 +16,10 @@ switch the runtime Godot will use when testing:
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.. image:: img/switch_runtime.png
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The OpenXR plugin will **not** work with the Microsoft MR runtime.
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That runtime only supports OpenXR applications that use DirectX,
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but Godot uses OpenGL ES 3.0 or 2.0.
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.. note::
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Selecting a runtime in this dropdown only applies to your local session.
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