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Sign upSome desktop VR headsets don't work with openxr backend and provide no feedback #26216
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From an instrumented build running with an older Odyssey:
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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.