I’ll start by immediately correcting the topic question and say,
It’s not about what “we would do”, it’s about what “Pimax has to do now” and long term what Pimax "wouldn’t have to do anymore…"
Let me explain …
More and more games contunue to “do the right thing” and support OpenXR.
“I forsee a day in the future when unless you own an Index or Vive 1+2 you would never see the steamVR window again.”
Recently @LukeRoss did a workaround for Pimax (to circumvent driver bugs ) forcing the REAL mod to use the oculus runtime. It was in this moment I realized how nice it was to simply launch a game and simply have it run directly in the headset without another layer in between. I know for a fact that Luke Ross is tired of having to program device specific fixes so perhaps OpenXR is in his future as well.
I also noticed that Praydog, author of the RE Engine mods has been doing tons of commits lately to make all of the RE mods use Open XR which means if Pimax would support Open XR launching these games would directly use the Pimax SDK.
OpenXR would be the equivalent of allowing software devs to directly use the Pimax SDK without even knowing it! SHOCKING.
If Pimax adds support for OpenXR it could open up the door to further compatibility with VR 3.0 features like Pimax claims to support with the 12K and supports the current VR 2.0 feature they have the hardware for today like Hand and eye tracking.
Recently OpenXR toolkit added support for eye tracking, and If they did it purely through standard OpenXR interfaces Pimax would only have to support OpenXR eye tracking and it would “just work”. ( I know this is the intention of OpenXR I’m not sure if it’s there yet but i’m sure @mbucchia would know more about that )
In the future apps like Tinker Pilot, MSFS2020 will add hand tracking , another area where Pimax finds themselves years ahead of the competition but woefully unprepared.
Leap motion has improved there software to version 5 for major tracking improvements and Pimax has been promising support for a year now.
I’m not sure if Leap Motion are the ones who need to add OpenXR support to their driver but if Pimax supported it they would just have to hook up the hand tracking from OpenXR to the Leap Motion SDK 5 and never worry about it again.
Pimax can control their own fate
Remember all of those “workarounds” @SweViver had to do to prevent SteamVR’s from gimping Pimax headsets? Messing with GPUSpeed values and MaxReccommendedResolution in steamvr config files?
With OpenXR it would bypass all of this mess (as games move to OpenXR) and give Pimax control of their own performance via their own SDK.
Also if Pimax were part of the OpenXR consortium they would have a voice in getting support baked in for Canted Displays and Wide FOV. Imagine That!!
So by now you can see what my opening statrment means more clearly.
What Pimax needs to do is support OpenXR so that in the new Pimax Client/Pitool there is an option to
Set the OpenXR runtime to Pimax
instead of Oculus or SteamVR or WMR.
Handle all calls for VR initialization, rendering, eye and hand tracking and whatever future tech like body and mouth tracking the 12K has and connect it to the Pimax SDK so we can all reap the benefits.
This will prevent Pimax from having to directly support things in the future with adhoc solutions like like running Oculus games through their “Revive layer” since Oculus is switching fully to OpenXR as of I believe August this year. (I think you might need revive for older games though I might be wrong)
Half way there already?
Actually In some ways their “revive layer” probably took as much effort to create as it would take to implement OpenXR. Both approaches involve handling VR calls and translating them directly to Pimax’s SDK allowing for OculusSDK games to appear to run on the headset natively witbout Steam opening.
Anyway that’s all I have to say,
…go away now.