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Hi Koujaku - SteamVR should've showed a prompt asking if you want to change your default openxr runtime. You can also manually edit the value of this registry entry:
Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR\1\ActiveRuntime
to:
{drive}:\Program Files (x86)\Steam\steamapps\common\SteamVR\steamxr_win64.json
I hope that helps!
I didn't see a prompt for switching, not sure where that would have popped up!
edit: For anyone still stumbling across this, I've published a tool called OpenXR Explorer that includes functionality for switching OpenXR runtimes via a single GUI location. https://github.com/maluoi/openxr-explorer
I would suggest that if no OpenXR runtime is currently set, just immediately set it to SteamVR without prompting. That will make for a smoother experience for the majority of people, even if it's just a small thing.
However, I had ALSO set (and forgotten) the XR_RUNTIME_JSON user environment variable to point at the Oculus runtime, and as a result that took precedence. That caused a good hour or so of debugging on my part, so I'm mentioning it here to help anyone else that happens to stumble across the same issue.
Don't know if SteamVR can/should take additional action to fix scenarios like mine, as it seems potentially intentional and entirely self-inflicted.
( Assuming default installation path of Steam and SteamVR
The popup do not let you "choose" between OpenXR and SteamVR, it ask you if you want SteamVR to be set as the currently active OpenXR runtime.
To switch back to another runtime (eg: Oculus) you should see how to set that specific runtime as the currently default one.
You could also just find the path to the OpenXR manifest file (a .json file somewhere in the runtime installation folder) and set the path directly via regedit.
If that can be of any help for you, the Oculus Runtime manifest path is
None other than SteamVR. The cross-platformness of OpenXR works the other way around. 😉
Oculus has an OpenXR runtime (in beta IIRC) but you need an Oculus Headset (Rift, Rift S or Quest+Link cable).
WMR headset have OpenXR too.
On Linux, the Monado OpenXR runtime is more or less compatible with some hardware, but it's pretty early in development.
Technically now *Any* OpenXR application will work on your Valve Index through SteamVR, even if it wasn't developed for any SteamVR compatible headset originally. Application developers can just target the OpenXR API.
The "goal" is to be in the same situation we have with GPUs today. Any OpenGL/Vulkan/DirectX application can work on any GPU if it uses (correctly!) one of those APIs and the rest of the software platform (OS and drivers) supports it.
Think of OpenXR as "A Vulkan for VR headset" and as SteamVR (or any other OpenXR runtime) as "that Nvidia driver I had to install to use anything with it".
Today... As a end user, today, OpenXR is not really useful. Blender 2.83 is the only application on top of my head that you will want to go out of your way to use OpenXR to access. But in the long run, it should kill-off this silly situation of "game being exclusive to Oculus". If the developer (or game engine developer) choose to use OpenXR, it will work on a lot of different hardware from today and the future.
You can find some runtimes to download on the front page: https://www.khronos.org/openxr/
On the same page you also can find that
is only a half true. OpenXR also aims compatibility between devices by specifying driver API. This will make able in the future to use any device with any runtime. I hope that such drivers will be open and available an all platforms without vendor lock.
https://github.com/WaGi-Coding/OpenXR-Runtime-Switcher