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David Borel - Engineering Manager, Engine Integrations

vrdaveb
Oculus Staff
Hello Oculus developers! I'm David Borel. I've been in graphics for >10 years at NVIDIA, Havok, zSpace, and 4 years next month at Oculus, where I lead the Engine Integrations team. We focus on core VR and performance in popular engines like Unity and Unreal. At OC4, I did a talk with Jian Zhang and Remi Palandri that covered some of what we do, including recent optimizations(https://www.youtube.com/watch?v=pjg309WSzlM).

I'm looking forward to your questions and will answer as many as possible. Let's do this!

Twitter: @Dave_Borel Oculus ID: vrdaveb

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47 REPLIES 47

vrdaveb
Oculus Staff
We haven't announced exact release dates for Go yet. Please stay tuned to https://www.oculus.com/go for details.

Abnormalia
Protege
With Unity 2018 and CRP Introduced I assume you have plans for highly optimized renderer for VR and more tight integration plans. Any info you can share about that. Also I would like to see more examples and manual projects about optimization CPU/GPU optimizations in VR projects.

jeffrobernard
Honored Guest
When can we expect the Oculus Go pre-orders? I religiously check twitter in hopes of catching a leak, as an official date hasn't been released. We are working on a lightweight enterprise VR application and are pining to get ahold of a GO.

The_Future_Grou
Honored Guest
Hi David, I am curious if you have seen any issues with tracking and/or rendering that seems to be unrelated to GPU/CPU performance? We are having this super weird jitter/stutter in our VR experience when playing back a video texture even though FPS is at 90. Unreal 4.17 (haven't been able to migrate to 4.18 but we do want to try given that Epic has improved their media player). 

Best Kim
Creative Director for VR
The Future Group

vrdaveb
Oculus Staff
Great question. A lot of factors affect performance, and some differ between Rift and Mobile. For an in-depth discussion, please see https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-performance-opt-guide, https://developer.oculus.com/blog/squeezing-performance-out-of-your-unity-gear-vr-game, and https://developer.oculus.com/blog/squeezing-performance-out-of-your-unity-gear-vr-game-continued. As a quick answer, you typically need to watch GPU utilization (shader complexity and texture sizes and filtering) on Rift and CPU utilization (draw calls, script complexity) on Mobile.

oliver1111
Protege
hi will the pre order be in uk same time as us on octulus go 

thank you

vrdaveb
Oculus Staff
I've only seen it work with Visual Studio 2017, but it should also work with 2015 if you follow this workflow: http://zompi.pl/unreal-engine-4-debugging-on-android. Updates can take a few seconds, but you should be able to step through the code and view most of the state.

cgallizzi
Honored Guest
what is the battery life and charging method for Go?

vrdaveb
Oculus Staff
We are very excited about Unity's Scriptable Render Pipeline (SRP: https://docs.unity3d.com/Manual/ScriptableRenderPipeline.html). We are likely to use it in the future, but we don't have anything to share yet. Please see the links I shared above and our new performance optimization guide for some examples of typical VR optimization: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-performance-tutorial.

helpsl
Explorer
What do you think of the viability of streaming a live feed of an application to a mobile device (with a HMD attached) and performing ASW on the mobile device to counter motion sickness caused by low framerates.