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MGD doesn't work with VR apps.

It seems MGD 2.0.1 only looks for eglSwapBuffers as a synchronization primitive to finish a frame.

VR Lib uses only the front buffer in order to decrease latency, thus it never swaps. The vsync control is done by software on the api and a glFlush is called for each eye.

The MGD client keeps stacking trace information on the same frame and one can't pause or capture a frame until it crashes.

Is there a way to choose the sync primitive (eglSwapBuffers, glFlush, glFinish)?

Kind Regards,

Phil