Indie Game Dev, Airplane pilot, Drummer. Cats lover. Opinions are my own. Ex Wanadev, Novelab. Current work: OpenBlood2, Open Dark Basic, OpenXR on MacOS

Joined June 2009
1,831 Photos and videos
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Another release today: OXRSys Runtime (previously OpenXR OSX Runtime) 1.1.0 is out, things are easier than ever! github.com/demonixis/OXRSys/… - Configurable refresh rate, thanks @NicholasClooney for that! - Home app that will let you run VR apps without command line, USB mode on Quest, streaming statistics, developer mode, simulator and more - USB mode for Meta Quest (not tested on Pico), reduced latency, not perfect, but so much better than Wifi, it's very OK for a developer - Unreal Engine 5.7 support using my forked plugin github.com/demonixis/openxr-… New features will come soon, I want to see if I can fork - UEVR to let us play Unreal games in VR even on Mac - Wine to let us play Windows OpenXR games on Mac
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This is OpenGL 4.6 running on MacOS over Metal :-D More to come soon about that.
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I'm adding foveation and upscaling into oxrsys! On the Mac it's great because I'm adding MetalFX upscaling. That way, even in USB we can lower the resolution and still having a very crisp image
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No release this week, because i'm freelance now, I've to spend more time searching contracts and doing administrative stuff (we're the best in France for that). Also I'm working a lot on my airplane so... but releases are coming next week - oxrsys 1.2.0 - AeroSyncFS GunSpinning VR Mars Extraction with VR support on MacOS
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Can't stop to think about that: "Buying a new airplane to wait the one i'm building is done"
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Perfection
J'ai lancé littéralement 2 prompts (abonnements à 100 balle)
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Yannick Comte retweeted
So Apple Vision Pro isn’t quite as dead as everyone said. Shocking, I know.
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This feature is on a separate branch, I'm not sure if it'll be merged one day or not because it requires a lot of work to make it usable. But with 2 cameras and no calibration, I can almost do VR in flat screen on my Mac. By applying a dead zone on head position/rotation and low interpolation values, it can be ok to test a bit. There are a lot of options to block axis, limit range, etc... But to make it really suitable, it requires a calibration and opencv. A calibration is pain in the ass in 2026, but that how outside/in camera works. I don't know if it's useful to continue to work on that tbh. I can see the usecases, but it'll be never as smooth as a VR headset tracking. So probably a lot of work for nothing. What do you think? Do I continue to work on that or do I wipe it?
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Yannick Comte retweeted
Aujourd’hui, les projecteurs se rallument à Apple Park. ⏱️ Depuis 2017, ce cercle de verre imaginé par Steve Jobs accueille les plus grandes annonces d’Apple. 🍏 Une nouvelle page s’apprête à s’écrire. Rendez-vous aujourd’hui à 19h pour la WWDC 2026. 🍎✨
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Yannick Comte retweeted
🚨 BREAKING: Vision Pro is CANCELED. I know this because some guy named Kevin who works at a factory in Shenzhen told his cousin, who told a YouTuber with 847 subscribers, who told Mark Gurman. Like yes, OBVIOUSLY Apple told the guy soldering hinges in Guangdong that the entire Vision platform is being discontinued. They held a special all-hands meeting just for him.
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I'm working on a multi-camera support too, see this like Oculus outside-in cameras. We are many to have at least 2 cameras (one on the macbook and another to the second monitor)
I'm working on the oxrsys simulator today. Inspired by the work of @iBrews I'm adding outside / in tracking using the web cam to track the head and the hands. Controllers can be simulated using hands and gestures, making possible to play VR game in flat screens. On Mac :D (but also Linux and soon Windows)
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I'm working on the oxrsys simulator today. Inspired by the work of @iBrews I'm adding outside / in tracking using the web cam to track the head and the hands. Controllers can be simulated using hands and gestures, making possible to play VR game in flat screens. On Mac :D (but also Linux and soon Windows)
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Excited to share that my Sketchbot Backrooms VR Testflight has been approved. This VR experience requires the Vision Pro and either a PS5 Dualsense or PSVR2 controllers for navigation. I invite you to check it out and experience a fully immersive, proof-of-concept from Blender -> USDZ -> Xcode -> Vision Pro. @Apple @24 @Kanepixels7 #VR #fanartㅤㅤㅤㅤ testflight.apple.com/join/4v…
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A remake of Crazy Taxy without Offsprint and Bad Religion is Not a good remake, glad to ear Offspring in the trailer!
IT'S TIME TO MAKE SOME CRAZY, CRAZYYYYYYY MONEYYYYYYY!!!!!!! Crazy Taxi returns with a brand new entry due for 2027 on XBOX, PlayStation 5, Nintendo Switch 2 and PC
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That view 😘
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It took me the afternoon to write this new blog post about the construction of my airplane. This is what I have done in the past 6 months. Spoiler alert: A LOT of stuff. It's automatically google translated to English. There are a lot of nice photos, if you're curious about how to build an airplane. gazaile2.demonixis.net/2026/…
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I wanted to release oxrsys 1.2.0 today, but it'll take a bit more time, just to ensure that everything is ok, it is, but I need to test again and again. Also I've built 3 games and 2 demos that will be released at the same time to try the runtime on your Mac. You can expect that starting next week
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This is a build of the XR Interaction Toolkit demo running in VR on MacOS 😀 The next update is coming tomorrow with an improved Home app, more supported controllers and a cleaner architecture that allowed to support also Linux and Windows (Windows will not be enabled in the next update). Thanks to Codex I can work on two exact app with different language and tech. There are two Home app. One made with SwiftUI, MacOS native, sweet. Another made in C with Qt which works everywhere. It doesn't cost me anything more. That's where LLM are great, we don't need the web anymore to make crossplatform apps. Just well configured LLM that will synchronize work on both apps at the same time. It's still not perfect, but it'll be close one day.
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For some reason there is an offset on the hand rotation and I think XRI fix it. I hate this fucking offset, it was not here before OpenXR and it's not here when using the MetaXR SDK. I don't understand why the OpenXR standard is like this for that.
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It seems that @unity doesn't export well the openXR loader on MacOS builds.. That's why my games are not compatible even if it's built with the plugin. The good news is that I made a C# post processor that fix that. I'm finishing some cleanup on oxrsys, then I'll release a batch of stuff. Be ready MacOS VR fans
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