DXR in virtual reality, possible or not?

A fix for case 1336608 has landed on the Graphics repository about 2 hours ago. It has not yet been merged into master but I’ve pushed it to the hdrp_dxr_dlss_vr repository and can confirm the issue has been fixed. So if you want to start developing a VR game with DLSS & ray tracing you should be good to go.

Edit
Found a remaining issue related to ray traced shadows in XR and added a comment to the PR. I tested the fix for RT shadows locally and can confirm this fixes the issue.

Edit 2
Here’s a bit of an extreme standalone build, which has all of the ray tracing effects, including ray traced shadows.
It still manages to run steady at the 72hz frame limiter on a RTX 3080 / Quest 1.

I’ve only tested this using the Oculus runtime.

https://hyperproject.net/download/hdrp_dxr_dlss_vr_standalone.zip

Edit 3
I’ve pushed the changes (openxr 1.2.0, optimized hdrp asset & support for rt shadows in xr) to the hdrp_dxr_dlss_vr repository.

Edit 4
Video. It could use some denoiser radius tweaks here and there, but it feels like a huge milestone that we’re able to do this now. Let’s hope the [constant deltatime fix]( Time.deltaTime Not Constant: VSync CameraFollow and Jitter page-10) lands on DX12 XR soon.

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