Hi maintainers,
We’re evaluating your GaussianSplattingVRViewerUnity plugin for a VR project targeting Meta Quest Link using the Meta XR Plugin . However, we’re constrained by the following limitations:
- The Meta XR Plugin only supports DX11 rendering
- Quest Link requires DX11 compatibility for streaming
Our question:
Is GaussianSplattingVRViewerUnity compatible with DX11-only rendering pipelines?
Specifically, we’d like to know:
Are the Gaussian Splatting shaders/materials in this plugin compatible with DX11 (e.g., compute shaders, texture formats)?
Has the plugin been tested with VR headsets like the Meta Quest Pro via Quest Link ?
Are there VR-specific optimizations (e.g., reduced particle count, simplified shaders) to ensure smooth performance on DX11-only workflows?
Any known issues or workarounds for integrating this plugin with the Meta XR Plugin ?
Environment:
Unity version: 2022.3.34f1]
Meta XR Plugin version: 76.0
GPU: RTX 4090
OS: Windows 11
We’d greatly appreciate confirmation of DX11 compatibility and any guidance for optimizing this plugin for VR applications constrained to DX11.
Thanks for your work!
Hi maintainers,
We’re evaluating your GaussianSplattingVRViewerUnity plugin for a VR project targeting Meta Quest Link using the Meta XR Plugin . However, we’re constrained by the following limitations:
Our question:
Is GaussianSplattingVRViewerUnity compatible with DX11-only rendering pipelines?
Specifically, we’d like to know:
Are the Gaussian Splatting shaders/materials in this plugin compatible with DX11 (e.g., compute shaders, texture formats)?
Has the plugin been tested with VR headsets like the Meta Quest Pro via Quest Link ?
Are there VR-specific optimizations (e.g., reduced particle count, simplified shaders) to ensure smooth performance on DX11-only workflows?
Any known issues or workarounds for integrating this plugin with the Meta XR Plugin ?
Environment:
Unity version: 2022.3.34f1]
Meta XR Plugin version: 76.0
GPU: RTX 4090
OS: Windows 11
We’d greatly appreciate confirmation of DX11 compatibility and any guidance for optimizing this plugin for VR applications constrained to DX11.
Thanks for your work!