changed 2 years ago
Linked with GitHub

Linux XR

tags: m3


Homelab links: https://hackmd.io/sFRxYvQbRD6o01vVE93N6g

Painful reality: https://www.reddit.com/r/linux_gaming/comments/zs8tjd/vr_on_linux_makes_me_sad/


GamesCOPE

Watch on youtube: https://www.youtube.com/watch?v=sXqtO3tWIaw



https://www.youtube.com/watch?v=ai3BCIFy9n0

Resources from description:
Simula Github: https://github.com/SimulaVR/Simula
XR Desktop: https://gitlab.freedesktop.org/xrdesk
XR Desktop Picom: https://github.com/yshui/picom-xrdesk
Zwin Github: https://github.com/zwin-project/zwin
Stardus XR Website: https://stardustxr.org/
Ibex Desktop: https://www.youtube.com/watch?v=_I-pGCpl2PE&t=0s

• Ibex Virtual Real
MotorCar: https://github.com/evil0sheep/motorcar
Safespaces: https://github.com/letoram/safespaces


ALVR

Stream VR games from your PC to your headset via Wi-Fi

Stream VR games from your PC to your headset via Wi-Fi.
ALVR uses technologies like Asynchronous Timewarp and Fixed Foveated Rendering for a smoother experience.
All games that work with an Oculus Rift (s) should work with ALVR.

Long term goal: Create a universal bridge between XR devices.


Project North Star

Open hardware AR headset

While not directly Linux, it intersects with Linux XR highly such as the Monado driver being the best driver for it.


Simula One

VR Computer running Linux

It's the highest angular resolution on any headset with an intel NUC in the back running Linux and Monado and their own compositor (and others eventually).


Safespaces

3D/VR desktop environment for the Arcan display server


Stardust XR

Linux XR system UI

A system UI to make using all your 2D—and eventually OpenXR—apps together intuitive, accesible, and fun by using community-made virtual objects as interfaces.


XRDesktop

Linux XR 2D app compositor

Flat planes floating in space running your favorite apps standalone with Wayland or using GNOME/KDE's already opened apps.


Zwin

Linux XR Wayland compositor

An infinite screen size experience that only works on Ubuntu/Arch and Q2/Pro for now, but will be expanded into more. Also supports fun little 3D non-immersive apps.


WXRC

Linux XR 2D/3D app compositor

This one's interesting, there's a wayland protocol to have partially-immersive XR apps instead of OpenXR, as well as 2D apps.


WebXR

Servo is the browser that Firefox Reality used, fun fact! We just need to port https://github.com/servo/webxr to linux and it'll work :D

This patch is very conditional and also hard to apply

Pretty much only Epiphany uses WebKit on Linux, and that's the Safari of GNOME


SteamVR

Unreal Engine 4.16+ has support for SteamVR on Linux, using the OpenGL RHI (GL4 SM5)

Unity works with OpenVR for SteamVR but not OpenXR, so development is limited


OpenComposite

Run SteamVR games on OpenXR runtimes (e.g. Monado, WiVRn)

Not compatible with all SteamVR games, but a large amount that's ever-growing. Common games such as VRChat and Neos work pretty well but the UX needs massive improvements, it's a headache to set up.


Monado

The open source OpenXR runtime

Monado is an open source XR runtime delivering immersive experiences such as VR and AR on mobile, PC/desktop, and any other device (because gosh darn people come up with a lot of weird hardware). Monado aims to be a complete and conforming implementation of the OpenXR API made by Khronos. The project is primarily developed on GNU/Linux, but also runs on Android and Windows. "Monado" has no specific meaning and is just a name.


OpenHMD

Library of free drivers for many headsets. Most drivers are 3DOF or limited though, and the project has been dormant for long time. Many Monado drivers are more advanced these days - particularly for Rift S, PSVR, Vive & WMR.

For Oculus CV1 and DK2, the experimental positional tracking branch at https://github.com/thaytan/OpenHMD/tree/rift-kalman-filter is still the best one to use, however.


WiVRn

OpenXR streaming application - WiVRn lets you run OpenXR applications on a computer and display them on a standalone headset.


Godot

Godot 4 just released, do the XR demos work on Linux?


Unreal

OpenXR Linux patches are in, reported working!


StereoKit

OpenXR app toolkit

So simple to get working that you can make a hello world demo in less than a minute, compatible with basically every OpenXR platform that exists, and so flexible that you can even render NeRFs in with a bit of programming :D


Blender

XR mode works on Linux flawlessly

Not sure if it works on Linux but super cool


Vircadia

Virtual worlds platform inspired by High Fidelity

Works on Linux, but not many people use it.


wyvern = streaming

monado + open composite + openxr + streaming

chromium build with vulkan based backend

see if its repeatable for other hardware stacks?

fully vulkan based backend, slowly bringing things up to speed to make webgl rendering vulkan based, works on chromeOS. Technically can spend time, might not make it upstream, it's on the roadmap also - but when??

What partner company might staff / fund it?

deliverables:

controllers and hmd tracks, it's just the rendering that's bottlenecked

might depend on driver features (nvidia stuff might be very annoying)

RAM bandwidth on smaller devices, like for devices like steam deck

0 copy is key, copy per frame = big memory usage

cpu/gpu sharing memory lanes, if both active same time (like XR), that's where contention is

Nova has solutions for webxr on linux, and also has handtracking working on a valve index on linux with stardustxr


Linux WebXR Grant Proposal

UPDATE: Out of the blue a PR was sent to patch chromium to get this mostly working!! https://github.com/mrxz/webxr-linux/pull/6

Introduction

Linux, being the backbone of many popular distributions, holds significant value in the realm of operating systems. However, there remains a gap when it comes to full WebXR support within the Linux browser environment. This proposal aims to bridge this gap by implementing comprehensive WebXR support (NOTE: In what? A proposal like this probably needs to have a specific target in mind to get anything moving. Firefox maybe the best bet if it can make it through Mozilla hierarchy).

Project Overview

We're aren't starting from nothing. Most of the major browser engines in 2023 have a WebXR implementation in some form or another, but those that do are typically tied to Windows graphics APIs like D3D11. With an estimated month's work from a proficient individual, we believe we can bridge the gap and make WebXR available to Linux users as well.

Upstreaming to a major browser distribution is no trivial feat, and it will require an individual with proficiency in C++ and understanding of both graphics APIs and how they function in the context of a browser engine.

While Servo is another potential candidate for our work, its current transitional state presents some potential hurdles in adoption even if its WebXR implemntation was made fully functional.

Budget

We estimate the total budget for this project to be up to $10,000. This would cover the development and integration of WebXR support into a modern browser, testing, and subsequent adjustments.

Shared Values

It's essential to highlight the shared values between the Linux and WebXR communities. Both communities prioritize and cherish the freedom of software - a principle that allows innovation and growth while keeping user interests at the forefront.

By integrating full WebXR support into the Linux browser, we're not only enhancing the functionality of Linux distributions but also promoting the shared values of software freedom. This project represents a step forward in the mutual growth of both communities.

Conclusion

The goal is clear: to implement full WebXR support into a browser used by a wide range of popular Linux distributions. With a dedicated effort, we can overcome the remaining challenges and provide a powerful tool that aligns with the values of both the Linux and WebXR communities.

We kindly ask for your support in granting the funds necessary to make this vision a reality.

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