Whirligig OpenXR

Whirligig VR Media Player

Whirligig is a VR media player for the playback and viewing of video files and images. It support a wide range of projection types, render paths and has many other features to make your experience as enjoyable as possible.

Hi Everyone So I've just uploaded the first version of Whirligig with OpenXR support I wish to shout about :) Check the betas: whirligig_openxr_early_access_v.4.972 So I've been working hard on this big update that will allow for a greater cross compatibility and better all round support. [b]Why OpenXR[/b] Whirligig has for a long time support two SDK's. The Oculus SDK and SteamVR SDK. These SDK's are both in the current default version. When running Whirligig it will test the VR headset and then run the correct SDK. This has worked well for a long time but has some distinct disadvantages. The main issue that I have is that the code has to be split between the two SDK's which decreases the ability to fix issues as I need to test with both. It also means that separate support for every controller has to be made. On top of that whenever I update one beta I can't easily update others as each time I have to make major changes to the code to get it on each store. It restricts the builds to just those two platforms Oculus and Steam and currently they aren't running at the same versions. OpenXR offers a way to integrate all the features and controllers without having to rewrite for every headset. This has long term advantages as all the major manufactures are starting to or already supporting OpenXR. [b]Whirligig OpenXR - Advantages[/b] Controller Skin support for all controllers. I've universal controller design and you can choose between which one you have. Requirements to run SteamVR or Oculus Store are no longer required. You can use whichever store you wish as long as it supports OpenXR. Anyone with a Mixed Reality headset for instance can now run Whirligig without SteamVR. Universal Updates. As Whirligig exists on both PC VR and mobile VR this update allows me to work on all versions at once. This allows me to make improvements to one version and that can be translated across all versions. When things are going strong there will be simultaneous releases of new updates on multiple platforms at once. New headsets with OpenXR support will have automatic compatibility. New features that come to OpenXR can be integrated giving multiple headsets automatic support. For example OpenXR has introduced hand tracking support. Once I've integrated that it will become available with each headset as they add their OpenXR support. [b]Whirligig OpenXR - Disadvantages[/b] Not all features are supported with the current OpenXR version. The main one that has support in all Headset SDK's but fails on practically all of them is User Presence. As this feature is currently not working the option for things to happen when putting on the headset is practically disabled. Once it's been fixed it'll be integrated back in but until then it isn't functioning properly. Many advanced features that are available with a headset are only available with their SDK. This means that I currently have to miss out on certain updates such as video passthrough and eye tracking. All the major headset manufacturers have signed up to support OpenXR however so these features will come in time. Individual controller models have been dropped. I’ve been working on a universal controller that has the standard layout without being headset specific. The advantage of this is that I can now have skinnable controllers for all headsets and I can also improve the on controller controls (which I have done). I’ll continue to improve this support as I go. [b]So give it a go[/b] This release has a lot of major under the hood changes with all the old SDK and controller scripts ripped out and replaced with the OpenXR setup. I’ve also completely replaced the input system so that it should have better compatibility with gamepads as well as VR Controllers. So I now want as many people as I can to give it a go and report back any issues they’re having. With such a big change switching the default is quite a frightening prospect so any issues I can squash before that the better. If you run into bugs message here or contact me directly phileday@yahoo.co.uk [b]In Other News[/b] As mentioned above Whirligig is available for some of the mobile headsets. The first that has official support is the Oculus Quest 2 (not the Quest apparently so I need to fix that). This is available from applabs but I’m also giving codes away to people who already own Whirligig on Steam or other stores. If you’re interested in a Quest 2 Applab code email me phileday@yahoo.co.uk and I’ll send one over. Note, I only have a limited number though. The other headset that it works with is the Pico 3/4. However this isn’t available in the store yet. I do hope to get it in the store but I need testers to help me get it store ready (it’s pretty close to be honest). So if you own a Pico headset email me and I’ll be able to send a link so you can try it out. [b]And Finally[/b] That’s it for now. I’m going to be ramping up releases as I work through the bugs so expect a bit more activity here over the coming weeks. Hope you’re all well and keep watching. All the best Phil