OpenXR - Anti-flickering rendering flow added #19361
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Many games do not render at 60FPS. That causes in VR flickering because of the way OpenXR works.
In CitraVR there is an "Immersive mode" which extends the viewport and map it on a cylinder. The advantage of that flow is even on low FPS there is no flickering. The approach has a few glitches in Citra and would have much more glitches in PPSSPP.
This PR got inspired by that idea but instead of extending viewport, I render a custom view and map it on a cylinder. The user can turn the head left-right up to 45° without noticing it isn't real VR.
With this much more games are playable in VR. It works slightly better with 6DoF disabled.
Edit: I made iCameraPitch config as a floating point value. Sorry for putting two things into one PR.