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OpenXRFrameSynthesisExtension

The OpenXR Frame synthesis extension allows for advanced reprojection at low(er) framerates.

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class OpenXRFrameSynthesisExtensionReckfellSharpInherits OpenXRExtensionWrapper

The OpenXR Frame synthesis extension allows for advanced reprojection at low(er) framerates.

This class implements the OpenXR Frame synthesis extension. When enabled in the project settings and supported by the XR runtime in use, frame synthesis uses advanced reprojection techniques to inject additional frames so that your XR experience hits the full frame rate of the device.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

OpenXRFrameSynthesisExtensionConstructor
# OpenXRFrameSynthesisExtension
C#
public OpenXRFrameSynthesisExtension();

Properties2

EnabledProperty
# Enabled
C#
public bool Enabled { get; set; }

Enable frame synthesis. When true motion vector and depth data is provided to the XR runtime.

RelaxFrameIntervalProperty
# RelaxFrameInterval
C#
public bool RelaxFrameInterval { get; set; }

If true this informs the XR runtime we will be providing frames at a greatly reduced rate. Enable this when you expect your application to run at low framerates and wish to inject multiple reprojected frames.

Methods6

GetRelaxFrameIntervalbool
# GetRelaxFrameInterval
C#
public bool GetRelaxFrameInterval();
Returns bool
IsAvailablebool
# IsAvailable
C#
public bool IsAvailable();

Returns true if frame synthesis is enabled in the project settings and the current XR runtime supports frame synthesis. The value returned will only be valid once OpenXR has been initialized.

Returns bool
IsEnabledbool
# IsEnabled
C#
public bool IsEnabled();
Returns bool
SetEnabledvoid
# SetEnabled
C#
public void SetEnabled(bool enable);
Parameters
NameTypeDefault
enablebool—
SetRelaxFrameIntervalvoid
# SetRelaxFrameInterval
C#
public void SetRelaxFrameInterval(bool relaxFrameInterval);
Parameters
NameTypeDefault
relaxFrameIntervalbool—
SkipNextFramevoid
# SkipNextFrame
C#
public void SkipNextFrame();

Queues the next frame to be skipped when supplying motion vector and depth data. Call this after teleporting your player or a similar action has moved the player to prevent incorrect reprojection results due to this movement.

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