04-07-2016 03:54 PM
04-07-2016 04:16 PM
04-07-2016 04:19 PM
Dreamwriter said:
But, the Rift software doesn't collect any data like that, and the data *is* anonymized. And it's sent encrypted too.
04-07-2016 04:21 PM
04-07-2016 04:30 PM
Amatyr said:
I'd assume they have to share user data about physical movements and dimensions with 3rd parties to make multiplayer possible, right?
04-07-2016 04:34 PM
04-07-2016 05:14 PM
04-07-2016 05:34 PM
DrOculus said:
Dreamwriter said:
But, the Rift software doesn't collect any data like that, and the data *is* anonymized. And it's sent encrypted too.
It does collect data like that and it`s in the privacy policy and this is why this Senator has sent a letter to the CEO of Oculus for clarification....have you read the Letter?
04-07-2016 06:14 PM
Dreamwriter said:
DrOculus said:
Dreamwriter said:
But, the Rift software doesn't collect any data like that, and the data *is* anonymized. And it's sent encrypted too.
It does collect data like that and it`s in the privacy policy and this is why this Senator has sent a letter to the CEO of Oculus for clarification....have you read the Letter?
Do you have a link to anything about how the Rift software is currently sending motion tracking data? Because I have a link to exactly what data is being sent from the software, and nowhere in it is any mention of user's physical movements or dimensions. The only data being sent is stuff that has nothing that anyone would care about, no privacy concerns at all. It's sending things like how long it takes Oculus Home to load a scene, if it ever crashes, average framerate, if you have the required specs, things like that. The data is encrypted, and no personal information is being sent to tie it to the user.
https://www.reddit.com/r/oculus/comments/4ddj1g/what_oculus_network_traffic_contains/
[–]Question 15 points 3 days ago
"Quote Topic PosterThe Analytics I found are only the ones for Oculus Home, and as such may not include Analytics sent from services."
I thought everyone cared about the service. After all, wasn't it the
OVRServer_x64.exe service that was contacting a Facebook endpoint? Not
Oculus Home.
Has anyone decompiled/captured the data that's being sent from the services?
[–]Topic Poster2 points 3 days ago
Nope,
I haven't found where the .dlls for it are stored, and there's no
guarantee they'll be in a decompilable format even if they are. Hence
why I put the warning up that it only pertained to Oculus Home.
04-07-2016 08:37 PM
I did the same analysis for the oculus service a while ago. I also used fiddler but you need to set the service to use a proxy manually.
(Copied pasted from my notes while looking at the service)
TL;DR: Oculus wants to know if your system meets their recommended specs and make sure that the software is kept up to date
It doesn't matter what they say they may at some point in the future do, what matters is what they are doing.