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
There may be a slight delay after you submit your questions. Please only submit once, we’ve received your message and it will be live in the thread shortly!
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.
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.
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
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.
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.