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February 10, 2019

Limitations in hardware/software for different Oculus models?

If im makeing a game for the Oculus Rift and i also want it to be playable on the Oculus go is that possible? and what are the limitations as far as graphical capability of the two or any other things that i should take note of

    1 reply

    kojack
    Honored Contributor
    February 12, 2019
    My students are making games that work on both the Go and Rift from a single Unity project.
    There are a few main things to consider:
    - 3DOF (Go) vs 6DOF (Rift) for the headset
    - One 3DOF controller on the Go and two 6DOF controllers on the Rift
    - The Go is WAY less powerful. You'll need to be extremely careful of performance. The Go has the same CPU/GPU as the first Google Pixel phone, but VR takes a much bigger hit to performance than a typical phone game. Low detail, low res textures, low particle count, low overdraw and reduced shader complexity are the order of the day.

    I don't know about Unreal, but with Unity it's very easy to have both supported. As long as the oculus sdk is added to both build targets in the vr settings, you can just build for both and it will mostly "work". But of course hand controllers really need custom code to support them fully for each target.
    Author: Oculus Monitor , Auto Oculus Touch , Forum Dark Mode , Phantom Touch Remover , X-Plane Fixer Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3