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Some desktop VR headsets don't work with openxr backend and provide no feedback #26216

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jdm opened this issue Apr 17, 2020 · 1 comment
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@jdm jdm commented Apr 17, 2020

Blair reported that he has an older Samsung Odyssey than the Odyssey+ that I have, and the x64 FxR didn't do anything for him when he pressed the button to enter immersive mode on a three.js demo. The app kept working, but the canvas stopped animating and the headset didn't show immersive mode. We should add more logging so it's easier to tell what's going on, and the engine shouldn't pretend it's in immersive mode if there's an error on the webxr thread.

@jdm jdm added the A-xr-zomg label Apr 17, 2020
@jdm jdm added this to To do in UWP port via automation Apr 17, 2020
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@jdm jdm commented Apr 24, 2020

From an instrumented build running with an older Odyssey:

RUST: WARN - webxr::openxr - requesting openxr device session
RUST: WARN - webxr_api::registry - XR device error BackendSpecific("Entry::create_instance ERROR_INSTANCE_LOST")
RUST: WARN - webxr_api::registry - no device could support the session
RUST: WARN - script::dom::xrsystem - Error requesting XR session: NoMatchingDevice
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