Oculus depth LSR seems to be behaving again, so adding it back in for them. This fixes
@@ -284,14 +284,6 @@ bool openxr_init() {
sk_info.eye_tracking_present = xr_ext_available.EXT_eye_gaze_interaction && properties_gaze .supportsEyeGazeInteraction;
xr_has_depth_lsr = xr_ext_available.KHR_composition_layer_depth;
- // Oculus's depth LSR does something bad here, so we'll turn it off for
- // the moment until I can figure out what it is.
- if (strcmp(properties.systemName, "Miramar") == 0 || // Quest 2 on Desktop reports as Miramar
- strcmp(properties.systemName, "Quest") == 0 || // Quest 1 on Desktop reports as Quest
- properties.vendorId == 4294955582) {
- xr_has_depth_lsr = false;
- }
-
if (xr_has_articulated_hands) log_diag("OpenXR articulated hands ext enabled!");
if (xr_has_depth_lsr) log_diag("OpenXR depth LSR ext enabled!");
if (sk_info.eye_tracking_present) log_diag("OpenXR gaze ext enabled!");
