The Vulkan API was developed by Khronos to ensure improved graphical performance with lesser resource usage. It is also not possible to pack in massive hardware in a restrained form factor for running intensive mobile applications. While the platform was suitable for intense mobile applications like gaming and photography five years ago, the old platform isn’t enough to handle today’s AR/VR intensive applications. So I also went to read up on Vulkan Graphics API and what it does - the internet says: "Until now, the mobile graphical interface has been using the OpenGL platform. (Alternatively, I suppose one could go into the OVR scripts which is stopping the build and find the lines where it checks for Vulkan and comment out the checks?) ![]() ![]() Another step I would add in is to preemptively remove Vulkan Graphics API, because if you don't, it will throw up an error about XR being incompatible with Vulkan.
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