I am using OpenXR to integrate hand controls into an already existing game engine (an engine that already has a framerate controller). My application calls update to my OpenXR input system, and then updates other game engine systems, and finally waits for for appropriate frame time. In its update, my OpenXR input system calls XrWaitFrame, then XrBeginFrame, then XrEndFrame. So my use of OpenXR completely skips any rendering, but it seems that XrWaitFrame is still trying to wait for frame timing, which is gumming up the total framerate down to 45 (from our target 60).
I think the issue is that I am calling all of these in quick succession as a part of the input update, but that is kind of a constraint of my setup, does anyone know if there is a way to skip calling wait, or trick it into returning immediately?