Forum Discussion

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

Oculus Go Expressive Avatars With Voice

Soft question to the community here:

I am creating an experience that involves a good deal of social interaction and I was trying to use expressive avatars with mouth movements on Oculus Go. Intuitively I imagined this would be too heavy but figured I'd give it a shot. Looking at the profiler, the expressive avatar phenome analysis call (ovrLipSyncDll_ProcessFrameEx) takes up a great deal of DSP CPU. And that call is out of the realm of my optimization because its in a dll. Essentially making expressive avatar phenome analysis unusable on Oculus Go.

My question is: Am I right in thinking that voice and phenome analysis with expressive avatars is just too much for Oculus Go right now? Is there an alternate path forward? Is there a way to optimize this so it's possible? I'm trying to get at least 5 avatars in there, it currently works at frame rate with 1, maybe 2.

If you've worked on getting expressive avatars into your Oculus Go project, let me know!
Replies have been turned off for this discussion