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Source: https://github.com/uwrealitylabs/standalone-knowledge-base/blob/main/docs/Tracer bullet roadmap.md
Last synced: 2026-11-01 23:20:21 UTC
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Part of Project Standalone.
First priority is an end-to-end tracer bullet from sensors up to the OpenXR API, with hardware blockers avoided by emulating inputs at defined boundaries. Each stage replaces emulation with real code or hardware, leaving everything above it unchanged.
Three input-side boundaries, from the Monado headset driver data flow. Each one further down removes more of our own code from the test.
| Emulation point | What replaces what | Real code exercised | Use it for |
|---|---|---|---|
| Kernel interfaces | vivid / v4l2loopback / vkms stand in for kernel drivers | Capture, trackers, device, core | Capture code: setup, buffers, formats, drop handling |
| Sinks | A replay source pushes recorded frames and IMU into the tracker sinks | Trackers, device, core | Perception and pose output on real recorded data |
xrt_device |
Monado's simulated device replaces the whole headset driver | Core and apps only | App → runtime → compositor path before any driver exists |
Goal: show the RB5, kernel, Turnip and stock Monado run OpenXR apps. No custom code.
VK_KHR_display) to the dev kit's HDMI output. HDMI is also a KMS connector, so the panels aren't needed yet.hello_xr, then the Godot launcher.Exit criteria: apps render through the compositor in direct mode on the RB5, with stable frame pacing.
Goal: all driver-side code runs end to end without custom hardware.
Driver skeleton