Goal
NoesisGUI is a UI middleware used in shipped games: interfaces are authored in XAML with vector graphics, styles, animations and data binding, in the same tools designers use for WPF, and rendered at run time by a C++ SDK that ships its own Metal render device. Integrating it would give Untold games a complete, designer-friendly UI toolkit in one step instead of growing one widget at a time.
The goal of this research is to find out whether that integration is viable and worth it: the licence terms for the engine and for games built with it, how the Noesis render device sits on the engine's Metal resources as a render extension pass, how the engine's input (touch, mouse, hand and gaze) reaches it, whether it can render in the headset's stereo layered layout and in world space, and what it costs per frame on the performance counters. It ends with a decision against the built-in UI components (issue #1234): one of them, or both with a split by use.
Status
| Step |
Plan |
Status |
| Access and licence |
SDK access and licence terms for the engine and for games built with it |
Not started |
| Integration shape |
Noesis render device on the engine's Metal resources as a render extension pass; input routing from the engine's input system |
Not started |
| visionOS |
Rendering in a stereo layered layout and in world space; hand and gaze input |
Not started |
| Prototype |
One XAML screen over a demo scene, with the performance counters attached |
Not started |
| Decision |
Built-in components, Noesis, or both (built-in for HUD, Noesis for menus) |
Waiting for decision |
Next steps
- Get the SDK and the licence answer, then the prototype.
Goal
NoesisGUI is a UI middleware used in shipped games: interfaces are authored in XAML with vector graphics, styles, animations and data binding, in the same tools designers use for WPF, and rendered at run time by a C++ SDK that ships its own Metal render device. Integrating it would give Untold games a complete, designer-friendly UI toolkit in one step instead of growing one widget at a time.
The goal of this research is to find out whether that integration is viable and worth it: the licence terms for the engine and for games built with it, how the Noesis render device sits on the engine's Metal resources as a render extension pass, how the engine's input (touch, mouse, hand and gaze) reaches it, whether it can render in the headset's stereo layered layout and in world space, and what it costs per frame on the performance counters. It ends with a decision against the built-in UI components (issue #1234): one of them, or both with a split by use.
Status
Next steps