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Posted

Hey guys,

 

I just had a chat with the  developer of my motion platform software. I informed him about future DLSS and Vulkan in DCS.

 

To my surprise he replied:

“I think that HP Reverb G2 does not support Vulcan. We tried to run OpenXR via Vulcan API on HP Reverb G2 and it said "not supported". Google says that WMR gogles does not support Vulcan“


That was from a BeamNG test.

 

Is it possible that the G2 will not run with Vulkan API?

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Posted
Quote

Hey, Matt from the OpenXR team at Microsoft here,

The WMR OpenXR runtime currently has support for both DX11 and DX12, and it will have both OpenGL and Vulkan support by the end of the year. This will be for both 32-bit and 64-bit applications.

Meanwhile you can use https://github.com/mbucchia/OpenXR-Vk-D3D12 as a stop-gap solution for both OpenGL and Vulkan (but 64-bit applications only).

@mbucchia any changes?

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Posted (edited)

Vulkan was always supported on WMR via SteamVR. This had worked for years. Whether the app uses OpenVR or OpenXR via SteamVR. 

The official plans for Vulkan support in OpenXR for WMR were scrapped during Microsoft layoffs etc.

But you can use this:

https://github.com/mbucchia/OpenXR-Vk-D3D12

This has been working with several games already, including BeamNG.drive. 

It should work with DCS once they support Vulkan (and if not it might just be a matter of a small Hotfix from me).

Had we implemented Vulkan directly in the OpenXR for WMR code, this would have been the exact same implementation, which is ridiculously efficient as explained on the website 🙂

Edited by mbucchia
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Posted
14 minutes ago, j9murphy said:

Xplane uses Vulcan and I have no problems using my g2 with that...

Sent from my SM-S918U using Tapatalk
 

X-Plane 12 is a little bit special in that they do use Vulkan for rendering but they are still submitting frames to the platform via DX11. It's very similar to what the tool I linked above does, it's just integrated directly into X-Plane.

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