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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

brianlas
Explorer
Regarding performance of headsets connected to a PC, one always has the option of increasing performance by upgrading the video card and associated hardware. I'm concerned that with the standalone devices, upgrading the headset hardware to the latest graphics chip/card may be problematic or not possible, requiring the user to re-buy the headset. I would love to hear your comments on this. Thanks so much for making yourself available for this talk!

vrdaveb
Oculus Staff
Thanks for your interest! I don't have any leaks to share, but we are excited to bring Oculus Go to you soon. Stay tuned!

vrdaveb
Oculus Staff
Thanks for reporting this. Can you create a thread in the forum (https://forums.oculusvr.com/developer/categories/unreal)? We will take a look and either fix it or work with Epic to get it resolved.

vrdaveb
Oculus Staff
Sorry, we haven't announced details on that yet. Please stay tuned to https://www.oculus.com/go.

vrdaveb
Oculus Staff
Sorry, we haven't announced details on that yet. Please stay tuned to https://www.oculus.com/go.

drash
Heroic Explorer
Hi David, I was wondering if you can share any details on what went on behind the scenes (as it relates to the work that you were/are involved with) as Oculus built out an SDK that works so well for *both* mobile and PC VR.  I remember at one point Oculus appeared to be doing different things for mobile vs PC, so I consider myself lucky that it's now so easy to maintain a VR project that targets both!
  • Titans of Space PLUS for Quest is now available on DrashVR.com

vrdaveb
Oculus Staff
That is an interesting idea. We don't have anything like that shipping soon, but you may be able to prototype it yourself using our PC and Mobile SDKs. There will clearly be some challenges with video compression and latency. If you decide to take this on, please keep me updated in the forum!

vrdaveb
Oculus Staff
Like you said, mobile devices typicall don't have upgradeable graphics chips. However, the cost of Oculus Go will be lower than that of a typical GPU. Another benefit of standalone devices is that they are a fixed development target with a known performance budget. This often means that apps can take full advantage of the available hardware.

gaspar_ferreiro
Honored Guest
quick question, last time i tried to make a game for oculus, i was hinted that i needed to work a bit more on my graphics, any chance you can see my current graphic style on my 2 videos and tell me f its adequate now?  Here are 2 vids.
https://www.youtube.com/watch?v=JoMPWMX810U

and
https://www.youtube.com/watch?v=BVSKxotiUvo&t=130s

Thanks in advance

gaspar_ferreiro
Honored Guest
Also, the new program for indie developers... is oculus go and santa cruz part of the program?  I am already set on current gen, but could sue a go (or even a cruz) for some client projects.