Thanks, that sounds great.
BTW, I reported a marginally related issue to the bug tracker when working on the layer. The OpenXR composition layer depth seems to get submitted with the far plane (nearZ
) distance set to the maximum finite float value, rather than +INF. If I understand it correctly Unreal uses a reversed depth buffer with an infinite far plane.
It probably isn’t a huge issue, but it might break any potential code that relies on switching of the planes being infinite or not.