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ocuyongbi's avatar
ocuyongbi
Explorer
5 years ago

Min focal length of OCULUS Quest? / Performance of OCULUS Quest connected to PC?

Hello every Oculus Developers,


I am Yongbum Kim,

I made a kind of VR User Interface API (a Unity Asset) named as "VR Tablet PC".

Instead of using the existing projection pointer & buttons, VR users can draw lines or write letters or type a keyboard in VR space  'by directly contacting with stylus pens'.

It's Youtube's content of my API. ----> https://youtube.com/watch?v=1gV6DRLtPLA&t=3s

I use the Oculus rift S system on my API, and Rift S is really great for my API.  Specifically, wide tracking area & minimum least focal length by 5 cameras are suitable for tracking touch controllers grabbed by both hands that act as stylus pens.

I wonder if this API can be also applied to an Oculus Quest connected to Desktop PC.

It is a question whether the Oculus Quest connected to the PC can fully utilize the power of the PC's powerful CPU/GPU.

For reference, my PC system connected to Rift S is '8700K / 32GB / 1080Ti'.

And, I have one more question.   Rift S has 5 cameras and Quest has 4 cameras, and so I think that the near front FOV of Quest HMD may have some dead zone.

If so, the tracking of each stylus pen may be quite unstable.  


I would like to apply my API to Oculus Quest  as to Oculus Rift S smoothly.


Thanks,







1 Reply

  • This is very interesting work!
    When the quest is connected to the pc it acts as a Rift, so all processing is offloaded to the pc, however this also means that your application must be windows native.

    Correct, the quest has a deadzone known as the "unicorn horn" which is rite in the center of the hmd pointing at an upward angle, this however has improved quite a bit since launch so now it only becomes an issue for interactions that bring the controllers very close to the hmd.