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Can NOT pass VRC. Can't get in touch with any support staff.

vasily.provotorov.9
Honored Guest

We are a VR game-dev team.

For months now we are trying to get game into the Rift Store, but we constantly fail VRC.PC.Functional.5 check.

The description on the "resolution" of the test is contradictory to what the subject of VRC.PC.Functional.5 is about.

Given commentary (see screenshot) is NOT a hard requirement, as stated in "VRC.PC.Performance.5". This looks like a mistake on the Meta side, or a contradiction. Either way, we can't even begin to fix that, which we have no idea about.

There is zero information out there as to how these test are performed. And absolutely no info on how to contact (if) any of the support regarding such questions.

We need a clear, human answer as to "What" we are failing and "Why". We need to get in touch with someone who is linked to the Developer support or the testing itself.

Any help would be appreciated.

 

vasilyprovotorov9_1-1683538679440.png

 

1 ACCEPTED SOLUTION

Accepted Solutions

vasily.provotorov.9
Honored Guest

So, maybe this will help someone.

We ended up passing the checks. It was SO FRUSTRATING and tedious that we decided not to have any further relations with Facebook/Meta. The lack of straight answers and solid information is ABSURD for a shop which makes MONEY from the developers. So from this point we are only working with steam, which respects the devs and has a transparent requirements.

With trial and error we deducted, that the reason we weren't passing was because of lag-spikes. These lag spikes we couldn't detect with Unreal Insights, Renderdoc, fps graphs and other software that is usually used to detect bad performance issues. Well, it turned out, that Meta ONLY uses it's "Lost Frame Capture" tool to look at performance. And whatever that tool tells them - this is the information that they decide upon.

The "Lost Frame Capture" is a part of the "Oculus Debug Tool" which is installed alongside Oculus software and is located in the installation folders. Using this piece of software, as a dev, you have to make sure there are NO "lost frames clusters" when you run your game and play through it. There can be lost clusters of 1-2 frames, but a succession of lost frames by tens will make you fail the VRC pass. (DUring loading times there will be a lot of lsot frame clusters and if you have a "loading screen" in place - it will be considered OKAY)

So what we did is optimise to (absurd) point where we had zero to non lost frame clusters (or they were suyper small, like 1-2frames). Getting to THAT level of optimization took soo much effort it is ridiculous. And, games life Half-Life Alex, or Meta sponsored Asgards Wrath seems to OK with loosing large clusters of frames all over the place. But not Indie devs, nooo. 

And the funny things is - you couldn't actually SEE those lost frames in game AT ALL. So... yeah, goodbye META.

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3 REPLIES 3

voidroom
Protege

Same issue here. How did it go?

It looks like either the incorrect VRC guideline is checked and filled by the reviewer or the reviewer gets it right but then the data is mixed.

vasily.provotorov.9
Honored Guest

So, maybe this will help someone.

We ended up passing the checks. It was SO FRUSTRATING and tedious that we decided not to have any further relations with Facebook/Meta. The lack of straight answers and solid information is ABSURD for a shop which makes MONEY from the developers. So from this point we are only working with steam, which respects the devs and has a transparent requirements.

With trial and error we deducted, that the reason we weren't passing was because of lag-spikes. These lag spikes we couldn't detect with Unreal Insights, Renderdoc, fps graphs and other software that is usually used to detect bad performance issues. Well, it turned out, that Meta ONLY uses it's "Lost Frame Capture" tool to look at performance. And whatever that tool tells them - this is the information that they decide upon.

The "Lost Frame Capture" is a part of the "Oculus Debug Tool" which is installed alongside Oculus software and is located in the installation folders. Using this piece of software, as a dev, you have to make sure there are NO "lost frames clusters" when you run your game and play through it. There can be lost clusters of 1-2 frames, but a succession of lost frames by tens will make you fail the VRC pass. (DUring loading times there will be a lot of lsot frame clusters and if you have a "loading screen" in place - it will be considered OKAY)

So what we did is optimise to (absurd) point where we had zero to non lost frame clusters (or they were suyper small, like 1-2frames). Getting to THAT level of optimization took soo much effort it is ridiculous. And, games life Half-Life Alex, or Meta sponsored Asgards Wrath seems to OK with loosing large clusters of frames all over the place. But not Indie devs, nooo. 

And the funny things is - you couldn't actually SEE those lost frames in game AT ALL. So... yeah, goodbye META.

mattxreality
Explorer

I have been going through this EXACT same scenario with my PCVR game. Thank you Vasily for posting this thread and sharing what you did to overcome the VRC.PC.Functional.5 hell. I don't know if I'll be able to do that for my experience (I've failed VRC 5 times so far). I've done extensive performance improvements and cleanup to my experience but Functional.5 continues to regurgitate the exact same response each time. Funny thing, I tested already released games that came from Oculus studio and they have frame drops on the Lost Frame Capture tool. 

By the way, Steam was absolutely FANTASTIC during my release process of the same game. They were helpful, detailed, and supportive. I was able to release my game and felt like STEAM was a partner during the process. For any and all PCVR experiences I will continue to release on STEAM.