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Support should be added for building this project for existing PC platforms with OpenXR support; namely, Windows and Linux.
Why would this feature be useful?
This would allow for the use of the emulator on hardware outside of Meta's locked down devices, and allow for emulation unrestricted by the weak hardware of these devices.
There are a lot of headsets with support for OpenXR on PC, including Meta's devices over wireless link. At the moment, there are a lot of people excluded by the decision to not provide a PC build.
There isn't really a substitute for a native version of the emulator on PC. While it's technically possible to use workarounds like rendering the regular version of Citra into a window, this introduces a lot of latency and also doesn't account for the user's head position like this version, or real hardware.
At the time of writing, I know there are a lot of emulators in a similar situation where there is a Quest version but no PCVR support. I think it would be beneficial to the VR ecosystem as a whole to provide a working PCVR version as an example of a PC OpenXR implementation of a port of an existing app.
The text was updated successfully, but these errors were encountered:
It was not a "decision" to not provide a PC build. This is not citra, this is citra android. The entire project is coded on Android citra, it's not a thing you can just port easily. You can play citra in VR on your PC right now, just launch it with 3d mode set to side-by-side then use something like steamvr theater to display it
"You can play citra in VR on your PC right now, just launch it with 3d mode set to side-by-side then use something like steamvr theater to display it"
Nope. That solution would be fine if the system didn't have a touch screen. The problem is that SBS makes the touch screen incredibly difficult to use with a mouse, and halves your horizontal resolution. I really can't use this because I have a 64 gigabyte Quest 2, and I can't spare the space for 1gig+ games.
Is there an existing issue for this?
What feature are you suggesting?
Support should be added for building this project for existing PC platforms with OpenXR support; namely, Windows and Linux.
Why would this feature be useful?
This would allow for the use of the emulator on hardware outside of Meta's locked down devices, and allow for emulation unrestricted by the weak hardware of these devices.
There are a lot of headsets with support for OpenXR on PC, including Meta's devices over wireless link. At the moment, there are a lot of people excluded by the decision to not provide a PC build.
There isn't really a substitute for a native version of the emulator on PC. While it's technically possible to use workarounds like rendering the regular version of Citra into a window, this introduces a lot of latency and also doesn't account for the user's head position like this version, or real hardware.
At the time of writing, I know there are a lot of emulators in a similar situation where there is a Quest version but no PCVR support. I think it would be beneficial to the VR ecosystem as a whole to provide a working PCVR version as an example of a PC OpenXR implementation of a port of an existing app.
The text was updated successfully, but these errors were encountered: