[Epic] VR support (OpenXR) -- headline feature for 1.6 #1072
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Depends on
#1074 VR M1: mono world head-tracked
sky_line/Slipstream
#1075 VR M2: layered stereo -- N-view rendering (multiview raster, compute over view layers, shared once-per-frame work)
sky_line/Slipstream
#1073 VR M0: OpenXR session and a test image in the headset
sky_line/Slipstream
#1076 VR M3: UI wall, wrist panel, controllers, fly cam, safety governor
sky_line/Slipstream
#1077 VR M4: performance -- multiview, shared passes, foveation
sky_line/Slipstream
#1078 VR M5: comfort and polish
sky_line/Slipstream
#1079 VR de-risk spikes: simulated HMD, render-twice cost, queue-submit audit
sky_line/Slipstream
Reference
sky_line/Slipstream#1072
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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.
Revised plan (2026-10-26):