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Hello everyone,How does one enable 90fps on Quest2 in UE4?(4.25.3 Oculus build v1.52)My Quest2 has in it's experimental setting been set to 90fps already.I don't see any Quest2 specific settings in UE4.So launching on Quest2 is 72fpsCheers!
Any idea when/if Quest 2 controller CAD data will be released (so we can start working on some accessories ;))
I'm building a Unity app that plays back 180 degree top/bottom stereoscopic 1920x3840 VR 60fpsvideo. I can get very smooth playback on Go and Quest with H.265 @ 31Mbs with Unity's default Video Player.I can't however get smooth playback on PC...I'm attempting with the following codecs:H264 @ 75Mbs, 50Mbs, 25Mbs, 12MbsH265 @ 31MbsVP9 @22Mbs, 12MbsI've tried the following players:- Unity Video Player- Unversal Media PlayerWith these players I seem unable to determine if any hardware acceleration is taking place.The PC I'm testing on has a RTX 2080 and an i5 8500 running Windows 10.I'm testing with an Oculus Rift S and Quest via link.All videos are somewhat choppy, even the lower quality ones. To get the playback to be smooth on the android devices, I had to set the devices refresh rate to 60 fps, the same as the videos FPS to eliminate any stuttering. It seems however you cannot change the fps on Rift, Rift S or Quest Link which run at 90, 80 and 72 fps respectively.Is there an
Hello everyone, I've been playing with the Oculus 180/360 video example included in the Oculus Integration package. The demo scene is called "Stereo180Video" if you want to take look.Now I need to render some UI elements, and they need to be placed in "world space" mode. But even when they are visible in the scene, they are not visible to the camera (they actually disappear from the screen when the video is loaded/playing). However, the UI elements appears if I change the mode to "Screen Space" modes.
Hi, we are looking for Oculus Quest 1/2 owners to test our newly launched VResorts app. It's a travel content platform and also the world's first VR-commerce app, already live on SideQuest! Download the app here and let me know what your experience is vresorts.page.link/oculus_testersIf you wouldn’t mind writing a quick review on SideQuest, that would be awesome.
Hi,I am running Unity 2019.4.11f1, latest Oculus Integration.My scene has a camera in it that renders to a rendertexture. It is only active sometimes to update the otherwise static texture.However, it drains performance even when disabled. The strange thing is that it happens only after the first time it has rendered. Before that, everything is fine.The performance drain when disabled is equal to just continuosly rendering the camera, and therefore also impacted by the resolution of the texture. However, attaching a script with OnPostRender to the camera does not fire the event, so it is not rendering (at least not in Unity's domain).I tried disabling the camera component and the entire gameobject. I have tried giving the camera a 1x1 render texture when disabled. I have tried setting the culling mask of the camera to no layers when disabled.The only way to stop the performance drain is to destroy the camera.If it is any help, Graphics.Blit would also not function on Quest, while it wo
Not working on:Unity v2020.1.5f1, Oculus Utilities v1.52.0, OVRPlugin v1.52.1, SDK v1.53.0.The hands or skeleton doesn't deform.I'm still able to use system gestures with finger tracking, like pinching towards myself to go to Oculus home.It's working fine on:Unity v2020.1.5f1, Oculus Utilities v1.48.0, OVRPlugin v1.48.0, SDK v1.53.0.I also tested with the standard custom hand example, and the same applies.
Hi thereI'm develop a simple player for 360 video in Unity 2019.4.3, using last version of AVPro plugin/exoplayer on Oculus QuestAnd sometimes my files are freezing on first frame, sometimes notVideos in H256 codec 5760x2880 35mbps 30 minutes long with main profile and audio in wav 9ch ambisonics + 2 stereo, then i muxing it in MKV container with Facebook 360 encoderDownscaling video to 5120x2560 and 4096x2048 and changing codec to H264 not helpsIn Oculus gallery this files works fine!Logcat gives me some issuesSomebody knows what could be wrong?
Does anybody know if it is possible to get the dominant hand from the XR plugin, instead of the oculus integration?
The long story short is that alpha values are behaving very strangely: transitioning reasonably between 1.0 to 0.5, but from 0.5 to 0.0 transitioning from half-opacity-{color} to opaque-black.^ this is my font renderer (captured from quest beamed to iphone) with the shader replaced with:#version 450#extension GL_KHR_vulkan_glsl : enable#extension GL_ARB_separate_shader_objects : enable#extension GL_EXT_multiview : enablelayout(set = 0, binding = 2) uniform sampler2D colorSampler;layout(location = 0) in vec2 fragUV;layout(location = 0) out vec4 outColor;void main(){ float x = (sin(gl_FragCoord.x/20.0)+1.0)/2.0; outColor = vec4(1.0,0.0,0.0,x)}My pipeline blend config is:VkPipelineColorBlendAttachmentState colorBlendAttachment = {}; //alpha blend colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT | 0; colorBlendAttachment.blendEnable = VK_TRUE; colorBlendAttachment.srcColorBle
Hi, I am using the 1.1.5 oculus xr plugin for gearvr support. The problem is that when switching to multiview, I have an empty scene, no skybox and objects. Although the profiler shows that it continues to draw and see objects.also 2019.4.12f1 unity and URP 7.3.1 version and Samsung s7.What am I doing wrong?
HelloI have an MSI GP72VR 7RF LEOPARD pro laptop, having all the capacities required for the use of the oculus link ( for Oculus Quest 2 ), except the graphics card which is a 1060 3go, my question is:is it impossible for me to connect an oculus link?Is it just a loss of performance?my pc cost 1500 euro 2 years ago i find it strange that it can't workEspecially the main selling point of this pc is the "VR READY" featurethank you...
OH YES BETTER THAN DAY TI.MEOH AND EXTRA FEATURE..OCULUS QUEST NIGHT VISIONUse UV lights and black lights...Place them evenly throughout the room Hope it helps..God bless Be safe.
When I click on the button to enable it, a small pop up window shows saying: "Become a DeveloperGo to ocul.us/StartCreating to register"The only buttons available are: 1. No thanks, and 2. Start CreatingIf I click on the 2nd one, I am taken to a webpage at developer.oculus.com with instructions starting with an introduction saying that developers MUST PASS the concept review.Is this why I can't enable the Developer Mode button? I hope not.Your help is immensely appreciated
I am trying to understand my options for delivering "dynamic" content on a Quest. The most straight forward option is to have one app that includes all scenes for each environment that might be required. This would allow you to jump from scene to scene as required.Ideally though, I would prefer to have one main app/scene that is always included but then be able to transition to other custom scenes some of which might be customized based on install (or even scenes added at a later date). It would be nice to be able to add something like a package at runtime.Any options would be appreciated.
I create a keyboard in my VR app and I want to use both of my hands to type the text. Therefore, I want to enable the laser pointer on both of my hands simultaneously. As the UIhelpers prefab has an Event System on it, which is supposed to exist in a single instance, I can't just duplicate the UIhelpers prefab. Is there a way to do it?
I'm developing an Oculus Rift S app.Currently, I am having a problem.When debugging, the value of the tracking sensor may be different even if I start the app with the goggles in the same position and orientation.(Specifically, it changes by 0.2m in the z-axis and about 20 degrees in the yaw.)(It occurs when the app is restarted several times without moving with goggles on.)I think that the origin of the tracking sensor changes when setting the Guardian (setting floor height, play area).In this case, even if the goggles are in the same position and orientation, the tracking sensor value will change before and after the Guardian setting.However, the value of the tracking sensor may be different even though the Guardian setting has not been changed.What could be the reason for this?
What defines the initial orientation of the guardian paint area grid? ()The grid canvas is limited to 10x10m but only if its rotated correctly, i can use its full potential in my physical space.Any ideas?
I am thinking about selling my quest 1 to buy the quest 2. I just wanted to know if I still had my games from quest 1.
i've got a a project i'm working on with oculus quest and unity, using previous version i was able to detect bluetooth keyboard input while using unity to debug the application, this was pre 2019.4.12f1 i updated to the latest version last night and suddenly i can't get the keycodes to detect any input while debugging via link, anybody else having issues with this?
Iam having this weird issue. I made an empty android project. When I built it and installed on my phone, the app icon showed up normally like it should. Then I added the oculus integration asset to build the app for Gear VR. Now after building and installing, the app installs itself without an app icon. It works fine if launched through cable or immediately after installing, but you cannot launch it afterwards because there is no icon to press in the app drawer. I don't get it what is going on and why the icon dissapeares when using the oculus integration.Thanks for any help.
I noticed that the app icons do not appear on the smartphone screen, after updating unity3d to 19.2.17 and Oculus to 1.18.0. They are hidden somewhere deep in the GearVR Service. How do I move them to the home screen?
Hey guys, we have project on 4.24 and i have recently being upgrading this to 4.25 and It builds successfully, but crashes immediately, when i open the App.I have done most of the settings that people have suggested.- Disabled splash screen- Min Api = 11 and Max API = 28- OpenGl ES3.1 No Vulkan, as it is not working for me not sure why.- Mobile HDR disabled.-Instanced Strereo Disabled,- Mobile Multi View Disabled.A/libc(6691): Fatal signal 11 (SIGSEGV), code 1, fault addr 0xc in tid 6710 (Thread-2)This is the starting of the crash.I have also attached the log file here, please help!!
OVRPlugin v 1.38.0When running our Unity client from the Oculus store with an Xbox controller attached, the controller appears to be showing drift. This is causing our input selection to ping pong back and forth from touch controller to xbox controller. We are already accounting for dead zones. What is very troubling is the app only has this behavior when launched from the store. Launching standalone or on other pc platforms does not have the issue. I have also forced calling OVRInput.Get instead of UnityEngine.Input.GetAxis in the development standalone case and it doesn't have the issue. Just through the store. Given that publishing to the store to try to debug this issue is going to be very difficult to iterate towards a solution, I am posting early before trying much in the way of narrowing the issue, to see if there is any known issues or work arounds to try.
Why I can not set create an application on Oculus Quest platform?I click on the button Create new app, but I not find Oculus Quest platform. Can anybody say how to do it?
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