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Is it possible to remove the 90FPS limit to benchmark my game's performance?After building and running my game, it runs at way over 90 FPS as long as I don't put on my Rift CV1. As soon as I start wearing it and the sensor inside it detects it and turns on the HMD screens, the application framerate is limited to 90FPS, meaning I cannot effectively benchmark the framerate. Is there a way to disable this somewhere in the Oculus settings?
From my understanding, to enable foveated rendering on the Quest/Go, you must use "OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.High" or similar to enable foveated rendering in a Unity Project. This also requires having at least one OVRManager on a gameobject in the scene.I would like to know if it is possible to enable the foveated rendering without the need for the OVRManager in the scene or having Oculus Utilities/Integration imported into the Unity Project at all? Like is there anything we can add to the android manifest or call something from the Oculus(Android) integration from the package manager in Unity?We want to simply use the Oculus (android) and Oculus (Desktop) packages from the package manager in our application but not include too much of the Oculus Integration asset from the Unity Asset store as it contains lots of code that conflicts with other plugins we are using.
j ai a acheter des ram pour mon pc , est-ce mieux 3200mhz a 14 de latence , ou , 3600mhz a 18 de latence
I am trying to use multiview rendering in WebVR for Quest Browser as explained here. However "var ext = gl.getExtension('WEBGL_multiview'); returns null.I also noticed that WEBGL_multiview is now deprecated and replaced by OVR_multiview2 according to Khronos. But OVR_multiview2 is not supported either. According to this commit about a month ago in chromium project, OVR_multiview2 is already replaced WEBGL_multiview . Does it mean the same thing is happening for Oculus browser?Does it mean multiview rendering is broken in the meantime?
For some reason, Oculus SDK is trying to access Horizon during the runtime of my application. Would anyone happen to know why or how to disable it or if someone from Oculus would tell us when this is going to be fixed?
When playing our Unity (2020.2.1f1) game in standalone mode on the Quest 2 w/ Link, we see this error spammed in the console. Otherwise, the game seems to be running just fine.WaitForLastPresentationAndGetTimestamp() was called multiple times in a row without calling GfxDeviceD3D11Base::PresentFrame Any help?
I don't know why I still try to report Oculus relates bugs, they are ignored by Facebook anyways. But the "Bypass Proximity Senor Check" option in the "Oculus Debug Tool" is broken for Oculus Rift CV1 (and propably everywhere else). It only works until the sensor is triggered once, then rendering stoppes again and forever until the option is checked again. Now I am waiting for a lazy Oculus developer to tell me this is inteded, at least... garf!
Upload new binary to the STORE channelWorking with Oculus + Unity is unpleasant, nothing works !! upload and deploy even worse !!unmotivating !!APK Signed with Android Debug CertificatePlease sign or rebuild your APK using a production certificate or verify your keystore build settings are correct.
Hi,This message above is driving me crazy.I can not find a real answer to the question in the title of this discussion. Yes, google it ! All you find are documentations throwing you here and there.Nothing here : https://developer.oculus.com/blog/everything-you-need-to-know-to-develop-for-oculus-go/Nothing here : https://developer.oculus.com/distribute/latest/concepts/publish-create-app/Nothing here : https://developer.oculus.com/distribute/latest/tasks/publish-submit-app-review/OutDated : https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-native-manifest/ (talks about a package name that does not appear in the manifest).-> I have already released a full game for Oculus RIFT.-> I'm porting it to Oculus GO.-> The App works great in Oculus Go when I Build & Run it from Unity-> I'm NOT in developpement Build in Unity>Build settings-> I HAVE a package name in player settings>Other settings-> I have removed any OSIG fil
I have a game at the moment that has no VR code in it, however adding VR functionality would be fairly easy to do. I’d like to explore using webVR since that would allow people to play it on both desktop and mobile headsets through a browser.Could someone do me a favor? Find an example of a VR app made with Unity that runs in a web browser and supports both Oculus Rift and Oculus Quest. If that is possible, I’d be happy to contribute to a port for the game to work like that.Thanks!
Hi there,I have been trying to setup multiplayer sessions with the Oculus Sub System enabled, on UE 4.18.3. I have the entitlement check working correctly, I can successfully create a match.However, the issue is that when I use the find sessions matchmaking node, it fires the success output but the results array size is always 0. (Note: I'm only hosting one session at a time so thats why I get the first result in the array, but the array size is always 0 regardless).Here is the setup of my blueprint: https://image.prntscr.com/image/HOS-lW6zQ_mdQ7Z6A3q6Jw.pngIs there any particular steps I need to take to get a blueprint session result correctly?Thank you.
Hello,I'm trying to get a unique ID offline of the Oculus Go on Unreal Engine that can be persistant between resets or at least between oculus updates. I was using at first the Persistent Unique Device ID from the Mobile Utils Plugin Project (https://forums.unrealengine.com/community/community-content-tools-and-tutorials/86113-free-mobile-utils-mobile-community-project) but the ID of some of my oculus changed after oculus updates, it also changed between resets.I tried different others functions but none of them seems to work :FAndroidMisc::GetLoginId() and FPlatformMisc::GetLoginID() does not return a persistent IDFAndroidMisc::GetDeviceId() and FPlatformMisc::GetDeviceID() does not return a persistent IDFAndroidMisc::GetMacAdressString() and FPlatformMisc::GetMacAdressString() returns nothingFAndroidMisc::GetUniqueDeviceId() and FPlatformMisc::GetUniqueDeviceID() always returns the same stringI also tried to use the Get Oculus Identity function from the Online Subsystem Oculus plugin
Hi, I would like to know if there is some way to create a bundle with several App Lab games. It looks like we can't configure this kind of promotions in the Oculus console. In case we would like to create a bundle, would the generation of keys for a bundle to be sold in an external marketplace be allowed by Oculus? Or this is not a desirable way to use the free keys generator? We would like to use this kind of promotional action to improve our visibility, but wouldn't want to use the tools provided to us for a purpose Oculus doesn't accept. The keys distribution information doesn't say there would be any problem about selling or gifting these keys, but we would like to double check it before taking the decision.
I want to port my game Prontonwar to the quest, there is lots of demand.Curious if there is still a way to get dev kits?....
So my VR set was working a week ago before I had my PC updated to Windows 10 pro N version 10.0.19042 build 19402. Now when I try to open the App to use my headset, the client keeps asking me to installed the Media Feature pack despite it already being installed and my system rebooted. (See second screenshot). System Specs: I'm hoping someone can have a look at this, or if anyone's got a fix with a similar issue.
I am having a problem with uploading an APK to a release channel. The full error message is as follows:> GLES version not specified (android:glEsVersion in AndroidManifest.xml). GLES version of 2.0 or greater should be used.I have seen similar posts in the forum but this used to be a warning which you could ignore, but now it is treated as an error so I am blocked on it.I am using Unity 2018.4.12 LTS with Oculus Utilities 1.36.0 (latest as of posting) and used the option to generate a store compatible AndroidManifest.xml as described here:https://developer.oculus.com/distribute/latest/concepts/publish-mobile-manifest/In the Unity player settings I have set OpenGL ES 3 as the only Graphics API selected and ticked the 'require ES 3.1' option. This adds the following line to the AndroidManifest.xml that Unity generates:<uses-feature android:glEsVersion="0x00030001" />I have checked this in the manifest file that appears in the staging folder when building the APK. I have al
Trying to get my Oculus Quest 2 paired and into developer mode. I created some test users from my organization's dashboard; when I try to log in as one of these users on my phone, it goes to a screen that says "Please log in with your Facebook account," with no other options presented. My understanding is that test users are not supposed to require a FB account log-in, and we are not supposed to have to create temp or fake FB accounts to use Oculus devices with test user accounts, so I'm stuck. Anyone know what's going on here?
After launching the app for the first time and setting up to the point of profile picture selection the app works fine, but right after selecting the profile picture and confirming the screen goes blank, its not crashing just going blank and if I force shut it off it just resumes back at profile picture selection and repeats. Tried reinstalling as well and nothing still. Any ideas?
Hi, We are regularly building our game. And we always use Single Passed Instanced Rendering for Rift PC and Single Pass for Quest. Recently it turned out that the build is not rendering right eye correctly. Right eye is rendering only UI elements, and left eye seems to render everything two or three times, but duplicated elements are in totally weird positions and they move when we move head or hands in VR. Only MultiPass rendering is working, but because of performacne reasons on Quest especially, we can't really use it. We tested different(earlier) commits in our repository, but for different persons different commits are working, and different commit's don't. We also looked through all the changes, and we didn't do any ProjectSettings changes, Shaders changes, or Rendering Changes, that would cause Right Eye to stop rendering correctly. What we've found extremally weird is that when we switch a License(for another Licesne we have purchased for our studio) in th
I'm working on a WebXR and remote debugging stopped working. Now my device (Oculus quest 2, using the Oculus Browser) doesn't show up in chrome://inspect/#devices on Chrome 89.0.4389.90 I can connect with adb, but I'm never asked about allowing the ADB remote key - and I couldn't find any way to reset all authorized keys. All I could do was disable/re-enable developer mode in the Oculus app on my phone Any ideas on how to debug this issue?
Hi, I'm trying to build a VR climbing application in Unity for Quest 2. I want to be able to move the camera position to simulate change in elevation while leaving the hands in the same place. I have tried to do this by using ovrCamera.transform.Translate(distance) but when I do this, the hands also move with the camera (In Unity Inspector I set the reference to ovrCamera to be the CenterEyeAnchor). Does anyone know how to dissociate translation of camera from those of hands, so it appears that the perspective has changed while keeping hands in the same place? Thanks.
Hello I'm adding my financial information and keep getting this error. Here is the server response. {"data":{"update_oc_financial_entity":null},"errors":[{"message":"Errors while executing operation \"OCPayoutUpdateMutation\": At Mutation.update_oc_financial_entity: Field implementation threw an exception. Check your server logs for more information.","severity":"CRITICAL","code":1675030,"api_error_code":null,"summary":"Query Error","description":"Error performing query.","description_raw":"Error performing query.","is_silent":false,"is_transient":false,"requires_reauth":false,"allow_user_retry":false,"debug_info":null,"query_path":null,"fbtrace_id":"BbFo+8lntab","www_request_id":"AcJne-KDRQWV-5DTW_ZnkHQ","path":["update_oc_financial_entity"]}]}
When I build out our project using Unreal 4.25.3 oculus integration using standard save features, it works on the consumer headsets but does not save on the Enterprise edition headsets, also known as the business edition headsets. Why are these different and how can I include the proper permissions to get around this?
I have a unity project with Oculus Integration Imported, but I don’t know the version of Oculus Integration Imported. How do I know it?
There was such a message popping up when I was trying to record in the Oculus TV or Youtube VR apps: "The developer has forbidden image capture in this app."Now there seems to be no such hindrance.Say if I want to prevent "let's playing" of my game, can I still do that?
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