5.6 OpenXR Passthrough feedback

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.