Forum Discussion
ocuyongbi
5 years agoExplorer
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,
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
- MikeFTrusteeThis 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.
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