Issue regarding Passthrough feature configuration when connecting a Galaxy XR device to a PC

The Passthrough feature works well within Built-In apps that utilize Android XR on the Galaxy XR device.

However, due to GPU performance limitations, we need to run programs on a PC and link the device using OpenXR. The main issue is the lack of a native PC Link program for connecting a standard PC with the Galaxy XR, forcing us to rely on Virtual Desktop.

Virtual Desktop’s current implementation of Passthrough is imperfect; it achieves the effect by using chroma keying (cutting out black areas), which is not a seamless solution.

We require information on a Windows program that can natively link a standard PC with the Galaxy XR and provide a perfect Passthrough function, or any details regarding future plans for such support

Proper passthrough support on a streamed headset requires streaming alpha channels and optionally depth maps, in addition to the regular frames. This is a non-trivial feature to implement due to requiring significant additional bandwidth, and most streaming software using GPU video encoders, which are designed for regular video without alpha channels.

I’m not aware of any software that currently supports this. Most HMD vendors are not interested in providing PC support beyond what is required for development. Your options would be either asking Virtual Desktop to implement support, or forking an open-source software such as ALVR and implementing it yourself.

I don’t think Unity can comment about this issue right now. Recommend that you reach out to Google directly with this feedback.