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According to feedback we've received from the OpenXR group, this should be the right way to handle reverse-Z in OpenXR.
This only applies if the depth buffer is submitted to OpenXR, something that not all XR runtimes actually utilise (it's used for advanced reprojection if it is). This option is disabled by default and needs to be enabled if users want to try it out.
I tested this on:
Both with mobile and compatibility renderer. All seemed to work fine except SteamVR on compatibility giving a black screen. I've however verified that this is an existing problem unrelated to reverse-Z or this fix which should be investigated separately..