[Epic] VR support (OpenXR) -- headline feature for 1.6 #1072

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opened 2026-10-25 20:31:36 +00:00 by sky_line · 1 comment
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Hard rule (applies to every VR ticket): the non-VR path must not lose quality or FPS. All VR work is optional and only affects the VR path: no new per-frame work, memory, pipelines or device extensions when VR is off; each milestone is gated by a fixed-camera GPU/CPU timer A/B of VR-off against main before it lands.

Plan: research/VR_SCOPE_1_6.md (local). Decisions so far: OpenXR; RT-capable GPUs only; RT shadows on, GI off, RT reflections optional and replacing planar mirrors, draw distance capped, DLSS per eye; curved UI wall with the full screen UI incl. HUDs + wrist panel for IMs/notifications; locomotion frozen while the wall is up; fly cam with a comfort blink back to the avatar; frame-rate safety governor in a new Preferences > Safety tab (on by default, warning when disabled). Desktop window shows a mirror of the headset view.

Milestones are linked as dependencies.

**Hard rule (applies to every VR ticket):** the non-VR path must not lose quality or FPS. All VR work is optional and only affects the VR path: no new per-frame work, memory, pipelines or device extensions when VR is off; each milestone is gated by a fixed-camera GPU/CPU timer A/B of VR-off against main before it lands. Plan: research/VR_SCOPE_1_6.md (local). Decisions so far: OpenXR; RT-capable GPUs only; RT shadows on, GI off, RT reflections optional and replacing planar mirrors, draw distance capped, DLSS per eye; curved UI wall with the full screen UI incl. HUDs + wrist panel for IMs/notifications; locomotion frozen while the wall is up; fly cam with a comfort blink back to the avatar; frame-rate safety governor in a new Preferences > Safety tab (on by default, warning when disabled). Desktop window shows a mirror of the headset view. Milestones are linked as dependencies.
sky_line added this to the Slipstream project 2026-10-25 20:31:36 +00:00
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Revised plan (2026-10-26):

  • ✅ De-risk spikes (#1079) and M0 (#1073): OpenXR session, Vulkan device via the runtime, eye swapchains, frame loop -- working on a Valve Index.
  • M1 (#1074, in progress): head-tracked mono world in the headset (pose -> camera, frame loop / pacing, recenter, mirror window), plus M0 follow-ups.
  • M2 (#1075): layered stereo end state (multiview + compute over view layers + shared work); absorbs the old M4 (#1077, closed).
  • M3 (#1076): UI wall, wrist panel, controllers, fly cam, safety governor + Safety tab, login room.
  • M5 (#1078): comfort and polish (foveation follow-ups land here or under #1075).
Revised plan (2026-10-26): - ✅ De-risk spikes (#1079) and **M0** (#1073): OpenXR session, Vulkan device via the runtime, eye swapchains, frame loop -- working on a Valve Index. - **M1** (#1074, in progress): head-tracked mono world in the headset (pose -> camera, frame loop / pacing, recenter, mirror window), plus M0 follow-ups. - **M2** (#1075): layered stereo end state (multiview + compute over view layers + shared work); absorbs the old M4 (#1077, closed). - **M3** (#1076): UI wall, wrist panel, controllers, fly cam, safety governor + Safety tab, login room. - **M5** (#1078): comfort and polish (foveation follow-ups land here or under #1075).
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sky_line/Slipstream#1072
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