Forum Discussion
Anonymous
6 years agoAny different is development between the Rift S and non-S version?
Hey guys - I know the Rift S isn't out yet but I'm hoping one of the Oculus developers can answer this. I'm currently developing a project in UE4 using the non-S Rift version. I'm planning on purch...
owenwp
6 years agoExpert Protege
You should make sure your code checks the status flags for the controller tracking to handle loss gracefully. Also if your code selects a pixel density multiplier automatically based on system specs, you should do the math on the relative total pixels per second count to choose a different multiplier for the S.
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