﻿id	summary	reporter	owner	description	type	status	priority	milestone	component	version	resolution	keywords	cc	blockedby	blocking	notify_on_close	platform	project
16864	Improve usability of Sony Spatial Reality 3D display with OpenXR	gregdp@…	Tom Goddard	"Greg Pintilie has two glasses-free 3D flat-panel Sony Spatial Reality displays (27"" and 16"") that work with ChimeraX OpenXR (command ""xr on"").  

While the Sony OpenXR is working with ChimeraX Greg Pintilie has found the following problems that I will work on fixing using his display:

1) eye convergence seems off, it takes a few seconds for the 3D to be seen.  I am guessing this is because with VR the eye views are parallel and they are probably not parallel with these 3D displays.

2) ChimeraX mouse rotation does not rotate about the correct center of the molecule.  Since mouse rotation isn't used in VR this probably has never been tested before.  Similarly mouse zoom sometimes translates horizontally or vertically in the 3d display.

3) You can't see the mouse position on the 3D display which makes rotating difficult.  There is a ChimeraX command ""cofr showPivot"" that shows the center of rotation point but you need to be able to see where the mouse is to control the rotation direction so I may need to add some display of the mouse, not sure how since the mouse is in 2D and has no depth in the 3D scene.

4) The molecule jitters sometimes, probably due to jitter in the Sony eye tracking.  This may need some smoothing.  Smoothing the view direction is not done in VR as it would instantly make the viewer nauseous, but it may be needed on the Sony display.  I'm surprised if jitter is a problem with the eye tracking that the display OpenXR driver does not do the smoothing itself.

5) When switching to ChimeraX OpenXR mode it does not preserve the same view direction that was seen on the 2D screen.  In VR ChimeraX does not control the view direction, the VR headset orientation controls the view direction.  This is somewhat different with a 3D display where the user is usually looking straight at the display so it makes sense that you would want to match the 2D and 3D display view directions."	enhancement	assigned	moderate		VR								all	ChimeraX
