PCVR/Link Development
Recently active
I have noticed the face / eye / hand tracking for the Quest pro is limited to only android builds when building with Unity or Unreal, and we have to use third party workaround hacks like OpenXRtoolkit to get it working. Meta can you please give proper PCVR support in the Movement SDK and Unreal so we can build for PC using these features?In addition it would be nice to get PCVR MR support. I feel this will create a trickle down effect, some of us are trying to push the boundaries of PCVR but can't since it doesn't work natively, only for standalone builds.
Ok, here's what would be THE quintessential Rift experience for J Carmack and Oculus to bring to the world.Many people have experienced the phenomenon called Sleep Paralysis. It deals with the body not fully emerging from deep sleep properly, so you're stuck in a state between wakefulness and dreaming. You cant move and you feel an ominous presence in the room. Imagine recreating that Horror for the Rift. Complete with kickass story and revolutionary game mechanics. You start the game in the darkness of your ordinary bedroom on a stormy night, stuck in the world between sleeping and awake. You see your body under the covers as the lightning cracks. But there is something...else...there to. As the lightning cracks again you see 5 Malevolent shadows standing around your bed. Each one the keeper of one of the 5 dream states. The bargain is, fight to wake up, defeating each one of the (keepers) of the 5 dream states or forfeit your soul. You can imagine the gameplay/story possibili
Obviously it's possible, since the Unity editor has access to finger movement data during testing. But as far as I know, we lowly developers don't have access to finger tracking in PCVR at the moment, whether in Oculus Desktop or SteamVR, correct?I want to be wrong *SO BAD*. But assuming that's correct, are we going to get finger tracking on PCVR at some point the future, or should I stop hoping for that? thank you,-Chilton
When trying to run the sample project provided in the Oculus PC SDK for Windows, I get the error that it is unable to start the program due to LibOVRKernel.lib as it is not a valid Win32 application. Does anyone have any advice on how to get the sample project running? I am attempting to use Visual Studio 2022 if that helps, while the files provided are VS2017 and VS2015.
I have created a PCVR title that uses Cesium to stream global terrain data at runtime.to the users PC. In reviewing AppLab requirements, it appears that content may only be streamed from the users PC, and not from a cloud server. Can someone confirm that this requirement effectively disqualifies my title from being approved for AppLab? I don't understand the rationale for this test, but if I have correctly understood the requirement, I'll save myself the trouble and find another way to distribute my game.
What is the official name for PC-VR for the use of expansion-files-config.json?
Hello all,I am trying to do eye-tracking research with Unreal Engine 5.3.1 + Quest Pro with OpenXR plugin running PCVR but ran into an issue that UE does not seem to detect the eye-tracker (I got constant zero) so I am wondering if anyone has experience with it. I have "eye tracking over Oculus Link" enabled in Oculus App and have enabled eye-tracking in Quest Pro, and the following blueprint is attached to the VRPawn Event Graph, and I am using Air Link while development the app. The output is using LabStreamingLayer (if someone has experience with it also love to get your input) but I think the issue is at the connecting to the eye-tracker side.I tried to use the following nodes to check if the eye-tracker is connected and it gave me false.Thanks so much!! It is really hard to find Quest Pro eye-tracker resources......
I have a PCVR application that interfaces with Quest devices via Quest Link and is implemented using LibOVR.I am interested now in adding a mixed reality component to this application, for which I need a passthrough API in LibOVR. Does anyone know if such an API is available?There is some description of a procedure for "Mixed Reality Capture," (https://developer.oculus.com/documentation/native/pc/dg-mrc/) but this appears to be for use of a totally external camera, and not the built-in passthrough cameras.
Hello Meta Community, I hope everyone is doing well in the world of virtual reality. I'm an enthusiastic PCVR developer, and I've been fortunate enough to work with a consulting company that has helped me immensely in the past. However, I've reached a point in my journey where I want to dive deeper into PCVR development and handle challenges independently. That's why I'm here today, seeking your invaluable expertise. I'm currently facing a rather complex PCVR development challenge that has me scratching my head. I've developed several VR applications in the past with the help of a consulting company. This time, I'm working on a PCVR project that demands a high level of technical expertise, and I'm determined to tackle it on my own. The Dilemma: My PCVR application is running into performance issues. It's not as smooth as I'd like it to be, and I suspect there's room for optimization. Are there any best practices or tools you recommend for optimizing PCVR
Trying to setup account but oculus is registered by someone else
I need help because the foveated rendering render in the PC is ruined the VR experience. i have a good PC I dont need foveated renderingwith the new update everything looks horribleI've been playing VR for years and foveated rendering is giving me a headache Necesito ayuda porque el renderizado foveated en la PC arruinó la experiencia de realidad virtual. Tengo una buena PC. No necesito renderizado foveado.con la nueva actualización todo se ve horribleLlevo años jugando a la realidad virtual y el renderizado foveado me está dando dolor de cabeza
Here is a video showing what the issue ishttps://youtu.be/n5ngEzZSKH0 I'm trying to release an update to Vanguard V but perforance has become a real issue. The game runs at 150fps on my laptop but the framerate tanks when I touch the Oculus headset. I get these nasty yellow spikes and the FPS tanks to the 50s, even on my desktop (980 GTX TI). I then created a new scene with nothing but a camera and the default Directional Light. The framerate goes into the 800s until I touch the headset. It then tanks again to 90-100fps. This is an empty scene.Now, if this is by "design" it has made it very difficult to isolate any real issues in the profiler. Any help would be great.Unity 5.5.1f1 and observed in Unity 5.5.2 as wellWindows 10 x64
Hello!I've managed to successfully set up grabbing with Grabber but now I would like to go a step further and only allow grabbing at a specific point. In my case, I am trying to pickup a sword only by the handle, and make sure it always faces the correct orientation. I've looked through the documentation for Grabber/Grabbable but I can't seem to find what I need to execute this.Thank you for the help!
Hello,I've been developing an app at work for PCVR, we're using Quest Pros and extremely high end PCs with one router that has four WiFi bands, hardware is not an issue here, all new and a bit of an overkill performance-wise.The problems we're having are crashes and stability of tracking when in link, the headsets repeatedly reset and adjust their position as if pressing recenter. We were using spatial anchors before but that can no longer be utilized as they cause our app AND oculus desktop app to crash. We're building on Unreal Engine 5.2 with developer features turned on so we can use hand tracking and anchors on PC.We tested for what could cause the crashes and found out that it is Quest system version, even with the newest plugin in Unreal the app runs smoothly on v55 but still stashes on v56 and v57. Is this a known issue or are we the first to encounter it?Any help with solving the crashes would be appreciated, we had to code our own provisional spatial anchors for now but
Hi!When I connect to my PC with Oculus Quest 2 airlink, can I get connection information from external software?Regards.
HelloEveryone, I'm using Rift S., When Connected to the PC and when I open UE 5.0 project files not able to get a preview, but when I open UE 4.27 project files it shows a VR preview. What's the issue I don't exactly.and my Oculus app in the setting I'm not able to set can't set Oculus as active openxr runtime, when I click on set as Oculus nothing will show neither it is turned on or off.Kindly need help
I have started using the desktop for my PC through my Quest 2. I wanted to be able to play games and pin a movie while playing. For some reason, it always goes black when I put on movies. Even ones I own on YouTube. Regular videos work fine. It appears to me that the sites are treating the Quest 2 like recording software and are blocking the feed. The movies are playing regularly on my monitor when I look under my headset. How do I fix this?
How do I enable it? I’ve made a developer account but I cannot seem to find the settings to enable it
I built this 360 website and have VR enabled. When I try to access it from my Oculus device, I can only view it as a webpage, like on my PC. Is there a step that I am missing? https://bit.ly/3wdMayh is the web address for my museum site. I would appreciate any help.
Link: https://github.com/wwwtyro/python-ovrsdkWindows only still, but hope to add Linux support in the next couple of days, and OSX sometime after that.Enjoy, and let me know if you run into any issues with it.
I use blender a lot for 3d animation. I can design wonderful worlds using blender. Could we somehow create a development kit or plugin for blender? how would we go about taking our 3d world in blender and walking through it with our rift? can we create a step by step?
I'm currently developing a VR game in Unity, and during gameplay, I need to send specific information through an API to a local Python program, which then forwards it to a backend server for monitoring. Now, I want to monitor the battery status of VR devices, but I can't find a clear answer. Please let me know if there is a way to obtain the battery status either in Unity or Python?
So I'm a UI/UX designer and I primarily bought the Oculus with the hopes of contributing towards some type of internet browser support. My first idea was to try and recreate a browser in Unity, but after some consideration, I thought I'd start simpler.My current idea for implementing this is through the use of a javascript library. Being relatively new to the 3D field, I thought I'd start by asking the community what might already be out there. After a little bit of searching, most of the 3D javascript stuff I found was primarily focused on OpenGL and games. What I'd like to do is be able to plugin a library to a webpage, then use custom HTML 5 data attributes to assign certain depths to HTML elements. So, for example, the library would start with an arbitrary scale of 1-100 with 1 being furthest away. A body element would probably be given a data-depth="1" attribute and the container div might then get a data-depth="10" so that it would appear closer to the screen. Off the top of my h
Is there any known issue with the new Quest 2 firmware v55 and PC link ?I'm using the Oculus version of Unreal 4.27.2 I build myself which came with OculusVR plugin v51.When I try to preview a VR scene with the OculusVR plugin activated using an USB link cable, the image is distorted in both eyes lens and the right one in particular also flicker some textures.I'm using the VR template in Unreal engine 4.27.2 to make this testing.Using only the OpenXR plugin with OculusVR plugin deactivated all work perfect.Looks like this last update firmware 55 on the device brake something on the OVRplugin runtime lib.Any estimated day for Oculus integration version 55 ?Thanks in advanced.
I keep finding myself posting really long posts in random threads that start talking about locomotion in VR, so I'm going to make a big post here instead that I can just point to.IntroductionThere are lots of problems to be solved in VR. Perhaps the single most critical problem right now is the question of Input. For the purposes of this thread, I'm going to take it as a given that we need the ability to reserve our hands for doing hand-related things, and not for moving around. That is to say, we're going to need to use our feet or legs to operate the device that will allow us to move around in VR. I've been calling these locomotion devices 'Walkers'.I should point out that I'm writing this thing for anyone to read. I realise that most of the people here will know what optical-tracking occlusion is, or well-understand the downsides to the Virtuix Omni, but I'm putting it all here just to be thorough.The Current State of VR WalkersMost people on this forum will be well-versed on the cu
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.