Quest Development
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Welcome to the Meta Developer Forum!

Welcome to the Meta Developer Forum! This is a community-driven space where you can share insights, ask questions, and address challenges with fellow developers. Our goal is to create a supportive and respectful environment where everyone can learn f...

OpenGL crashes on Unity 2022.3

I have an application that crashes on start (Unity 2022.3) when built using OpenGL graphics API, switching to Vulkan stops the crashes, but we cannot switch due to requirements.I have narrowed it down to the OVRHandPrefab. If I remove the use of pref...

crash_opengl.png
Ayfel by Expert Protege
  • 842 Views
  • 1 replies
  • 1 kudos

Optimization extensions for Vulkan

It would be great to have performance counters and shader disassembly built right into Vulkan. Check out VK_AMD_shader_info, this way we can dump disassembly into logcat or even display in the app itself!It would be really cool if you would give us a...

onatto by Honored Guest
  • 1157 Views
  • 0 replies
  • 1 kudos

VK_KHR_buffer_device_address support when?

Hello, I'm building a custom engine, it would be really nice to get support for VK_KHR_buffer_device_address extension.XR2 with Adreno 650 should definitely be able to support it as my Pixel3A with Adreno 615 already does support it. Are we not getti...

onatto by Honored Guest
  • 729 Views
  • 0 replies
  • 0 kudos

Resolved! SIGSEGV when calling vrapi_SubmitFrame2()

I'm porting a game to Quest and so part of my work is to interface the engine's Vulkan renderer w/ the Oculus Mobile SDK.I believe I'm setting up the SDK correctly (I'm following the examples and the guidelines from Oculus' docs) but still I'm gettin...

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