We've noticed in recent weeks that the experience of using the Gear VR
on the Samsung Galaxy S8 has become markedly less clear than in the past
- some users refer to it as 'blurriness', some refer to it as 'ghosting'
- but it seems to me that the scr...
We often use Rift on a computer with several USB-connected external
HDDs, however we've always noticed that when left unattended, these HDDs
have slow spin-up times. Today, we tried disabling USB Selective Suspend
on Windows, which seemed to resolve ...
We've noticed that switching the eyeTextureFormat to a floating point
format like R11G11B10_FP works well on some machines, but not on others.
We've seen issues where the app may appear to display floating point
color during one run, but then after a...
We'd like to be able to confirm that we've integrated the new In-App
Content Deeplink LaunchType correctly with our app, however it seems
like the only way to trigger a Deeplink launch is by creating an In-App
Content post that is publicly visible in...
'Oculus Utilities for Unity 5 1.16.0-beta' claims to introduce the new
eye texture formats R16G16B16A16_FP and R11G11B10_FP to "remove banding
from dark colors". Linked below is a Unity project designed to
demonstrate the effect of the new eye textur...
Hey, we're seeing the same issue but we're unable to identify any issues
in our AndroidManifest.xml - the automated test system is indicating
that our build uses the Speech API, but we can't see any references to
the Speech API in our manifest. Can a...
Hi @JianZ,Although this setting seems to work great on the DK2 and the
CV1, I've just had a go at trying to port this test project over to the
Galaxy S8 (which has supposedly been HDR Certified)... and didn't have
much success.Firstly, I found that t...