From e2432f035f0cd2f08c00b005e8bb2bfa4b14aa99 Mon Sep 17 00:00:00 2001 From: Matthew Date: Thu, 27 Jan 2022 05:49:44 -0500 Subject: [PATCH] Mention that Godot OpenXR doesn't work with Microsoft MR runtime (#5554) Co-authored-by: Hugo Locurcio --- tutorials/vr/openxr/runtime_selection.rst | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/tutorials/vr/openxr/runtime_selection.rst b/tutorials/vr/openxr/runtime_selection.rst index 23f8e4892..285c73d1b 100644 --- a/tutorials/vr/openxr/runtime_selection.rst +++ b/tutorials/vr/openxr/runtime_selection.rst @@ -4,7 +4,7 @@ Switching runtimes ================== In OpenXR, it is standard for each runtime to implement a mechanism to make it -the current runtime. In Steam, the Oculus application or Windows MR portal, +the current runtime. In Steam, the Oculus application or Windows MR portal, there will be an option to switch to their runtime as the current OpenXR runtime. Generally speaking, end users will have a preferred runtime due to not having a reason @@ -16,6 +16,10 @@ switch the runtime Godot will use when testing: .. image:: img/switch_runtime.png +The OpenXR plugin will **not** work with the Microsoft MR runtime. +That runtime only supports OpenXR applications that use DirectX, +but Godot uses OpenGL ES 3.0 or 2.0. + .. note:: Selecting a runtime in this dropdown only applies to your local session.