[5.1p2] What's the official state of openxr ?

Hi,
I’m trying to understand how vr works in a mini cpp project.
I’ve a quest 2 + virtual desktop, used through steam vr. And i’m using UE5.1 preview 2.
So i know i’m looking for trouble and i don’t expect a smooth experience, but i’m just trying (btw, this setup, with an RTX 2070, works reasonnably well with steam vr games, so i know the hardware works fine).
Now, the plugins panel says that steam VR and oculus VR plugins are deprecated and that i should use OpenXR only.
but:

  • When i enable openxr only, i get some crazy stuff: about 1 fps, flickering image/pitch black, and the image displays everytime a random angle.
  • When i enable steam&oculus vr, the image is stable and i get ~10-20 fps, which is more or less what i expect, but then the oculus controls are not recognized.

Is this (not too good) experience normal in the current state of VR within the UE Editor ?

Am i missing some key option that will magically smooth openxr ?

And more importantly, is openxr becoming the norm in a near future (5.1 stable / 5.2 ?) or will the steam&oculus vr plugins stay “deprecated” for a long time ?

Just to know where i’m going with my dev and what to expect officially in the near future.

Thanks :slight_smile:
Cedric

Last I knew the official word on VR was “use 4.27”. Which also recommends using OpenXR over the vendor specific plugins.

For anyone bumping here (still on 5.1 preview 2).
It seems that the Steam OpenXR runtime doesn’t work well with the quest 2.
I started using the OpenXR runtime from the oculus app instead and it works fine.

So in short to get a quest 2 work with openxr on 5.1 preview 2:

  • In your project, activate only the openxr plugin (steam vr and oculus vr can stay unchecked).
  • Install the oculus app, then configure and use air link.
    Since i had to relaunch and reuse the occulus app (which i tried to avoid), i stopped using virtual desktop at dev time, didn’t try to reenable it atm so i don’t know if it works or not with that setup.

Cheers
Cedric

It’s the same for Unreal Engine 5.1 main release