Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
kennard-consulting's avatar
kennard-consulting
Expert Protege
6 years ago

Lack of response from Oculus?

Hi everyone,
I'm frustrated by the lack of response from Oculus. Myself and 5 other developers lodged a bunch 3 months ago that has not received any progress: https://developer.oculus.com/bugs/bug/386106122259513/
Is there any reason for such a lack of attention? Are others experiencing this? What is the expected timeframe for bug fixes?
Regards,
Richard.

8 Replies

  • dmarcos's avatar
    dmarcos
    Honored Guest
    I'm one of the A-Frame maintainers and we had to opt into highRefreshRate or the Oculus Browser framerate is fixed to 60Hz instead of the 72Hz on the Quest. That could also be your source of judder, or at least part of the problem. Give a try to this example that uses A-Frame master and let me know if it works for you.

  • Hi dmarcos,
    Yes, we've spoken before and thanks for your suggestion.

    However, that is absolutely not what's going on here, and I'm worried that by saying that you could give Oculus the impression this is a viable workaround. But both me and other developers are seeing a lot of judder at 72Hz on Quest.

    Thanks for everything you do on A-Frame, it's an awesome framework. And very much looking forward to the Supermedium browser (which hopefully will not have this judder).

    Regards,
    Richard.
  • dmarcos's avatar
    dmarcos
    Honored Guest
    The A-Frame link I shared opts into 72Hz mode. Do you still see the judder you describe on Oculus Browser? Do you have a link handy that passes the highRefreshRate option to requestPresent where the judder also manifests? To see if that’s the only cause or if there might be other issues. That will help Oculus investigate. FWIW, the webvr samples don’t use the flag.
  • Thanks for your suggestions.

    Apparently a certain segment of the population (myself included) are sensitive to 60Hz. It appears to flicker badly and is most uncomfortable in VR. So it's pretty obvious when we're in 60Hz as opposed to 72Hz.

    Whilst the webvr samples may not set that flag explicitly, they are definitely (somehow) running in 72Hz on the Oculus Browser. The lack of 60Hz flicker is very apparent. Besides, the frame counter on WebVR 03 says 72.

    And yes, the link you shared also runs at 72Hz and judders when translating (not rotating) your head. It's harder to see since the objects are further away (it mainly affects objects about 2m from the player). But if you walk up to the blue cube and translate your head the corner of it judders.

    The WebVR 03 demo is the easiest way to reproduce the judder. But all WebVR apps (including Moon Rider) do it.
  • dmarcos's avatar
    dmarcos
    Honored Guest
    I'm one of the A-Frame maintainers and we had to opt into
    highRefreshRate or the Oculus Browser framerate is fixed to 60Hz instead
    of the 72Hz on the Quest. That could also be your source of judder, or
    at least part of the problem. Give a try to this example that uses A-Frame master and let me know if it works for you.