Added Vulkan PC OpenXR Support

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iChris4 committed 2026-09-21 00:31:46 +02:00
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@@ -50,7 +50,8 @@ The graphics layer is built on
Play at several times the console's resolution.
**Experimental OpenXR VR.**
Windows builds can render through a D3D12 OpenXR runtime without CPU readback. Menus and
Windows builds can render through an OpenXR runtime on D3D12, or on Vulkan with a custom Dawn
build, without CPU readback. Menus and
unsupported scenes appear as a head-locked virtual screen; a validated single-camera race switches
to immersive stereo rendering. VR is opt-in and falls back to the normal desktop renderer if the
runtime or headset is unavailable. See [`OPENXR.md`](OPENXR.md) for setup, configuration, and the
@@ -131,7 +132,8 @@ Saves and Miis use the normal installation's effective NAND; Retro Rewind retain
XML-directed saves and ghosts. Graphics, VR preferences, caches, and compiled binaries stay separate.
Uninstalling either backend in WheelWizard VR preserves configuration and shared progress.
Managed VR launches enable OpenXR with D3D12. If the runtime or headset is unavailable, the game
Managed VR launches enable OpenXR with D3D12; the Vulkan binding is opt-in through
`video.graphics_api` (see [OPENXR.md](OPENXR.md)). If the runtime or headset is unavailable, the game
continues on the desktop and displays the failure briefly; **F10 → VR** retains the explanation.
See [OpenXR configuration](OPENXR.md) and [distribution and validation](DISTRIBUTION.md).