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37 lines
1.9 KiB
ReStructuredText
37 lines
1.9 KiB
ReStructuredText
Foreword
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How to read the manual
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The manual can be roughly divided into two parts: a tutorial part that will
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introduce you to the VR interface and what the available options are, and
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a pitfalls part that will explain (current) known shortcomings of the VR port
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and pitfalls of VR in general.
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The rest of this page will explain some terminology.
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Terminology
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A brief explanation of terms and abbreviation
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- VR: Virtual Reality (duh)
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- VR Stage: Your physical play area
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- Mirror texture: The motion picture shown on your pancake monitor when you are playing in VR
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- OpenXR: An Open Source interface for accessing AR/VR devices.
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This is the VR equivalent of Vulkan, developed by the same group as Vulkan: Khronos. OpenXR, like Vulkan, is purely an interface and not an implementation.
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- OpenXR Runtime: An implementation of the OpenXR standard.
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- VR Runtime: The software interfacing with your VR device. An OpenXR Runtime is a subset of a VR runtime.
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- Native Runtimes: The VR Runtime provided by your device drivers.
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- SteamVR: Valve's VR Runtime, shipped as a part of Steam. SteamVR, native to the Index, acts also as a non-native runtime to all other headsets
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OpenXR vs What you're used to
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Before moving on to the manual contents, I would like to note that OpenMW-VR uses the **OpenXR** API to access VR.
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Most VR games you've ever played use vendor-specific APIs, such as OpenVR (SteamVR), Oculus VR, WMR, etc. and not OpenXR.
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OpenXR is very new, with most vendors only releasing stable implementations this year (2021).
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This means that while playing OpenMW-VR you may see bugs originating from your VR runtime, that you don't see in other games.
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This will diminish in time as OpenXR runtimes mature.
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As an example, SteamVR's OpenXR runtime neglects to map some controls (thumbsticks and the menu button), rendering them inoperable.
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