zmerp
zmerp
This RFC proposes a XR API and OpenXR backend to be integrated directly into bevy. This RFC is incomplete because it does not address the interoperability with `bevy_render` and `bevy_wgpu`....
**Is your feature request related to a problem? Please describe.** In my personal project I need to import texture memory into wgpu (Vulkan backend) from file descriptors on Linux, `HANDLE`s...
Untested on Linux
### Brief explanation on how settings work ALVR settings are defined by the server. The server defines all metadata (like position, min/max value, control type) and the dashboard generates the...
Replace Nvidia and AMD encoders on Windows and VAAPI and software encoders on Linux with a single codepath using the [Vulkan video extensions](https://www.khronos.org/blog/an-introduction-to-vulkan-video). The extensions are still provisional. Requirements: *...
The first rewrite (#242) moved sockets management from C++ code to Rust, added the StreamSocket interface with multiplexed streams over a single UDP or TCP socket. The user needs to...
This is needed to support future non Oculus headsets
Implement with tight integration with the bevy game engine. Much of the code will be shared with the server compositor.
* [x] ~~Create custom build of gfx-hal with internals exposed.~~ using wgpu instead * [x] ~~Create GraphicsContext, Texture, Buffer, ComputeOperation and other primitives.~~ using wgpu instead * [ ] Write...
Asynchronous Space Warp is what the PC Oculus Runtime uses when the PC cannot keep up rendering at 90 fps, so it renders every other frame (45 fps) and the...