I was happy to see the policy change announced today where "Meta
accounts" will now be allowed as an alternative to Facebook accounts for
Oculus stuff. However, I am wondering: During the period Facebook
accounts were required, I already transitioned...
I have an C app based on the Native/vrapi SDK (using the open source
engine LOVR.ORG). It has been working more or less fine for a couple
years. In the last month, I have stared seeing an unusual behavior.
Sometimes, unpredictably, when I start the a...
I can't find the bug reporter anymore. Posting this here and to the
"Contact" form. The "Oculus Spatializer Native" package for the Oculus
Audio SDK (
https://developer.oculus.com/downloads/package/oculus-spatializer-native/
) contains native librari...
I have a choice, when synthesizing the audio for my app, of doing so at
44100 or 48000 hz.Is one "better" or more natural for the Quest? That
is, does the Quest have some "true" resolution that it is resampling to,
such that in fact if I submit (for ...
I am adding haptics to my Native SDK project for Go/Quest.I find in the
headers a vrapi_SetHapticVibrationSimple where you pass in 0-1. So
that's straightforward.However I also find a
vrapi_SetHapticVibrationBuffer that takes a start time, a number o...
Sorry, I see my question was answered in the exact link I posted! I
should have read more carefully. "If you previously merged your Oculus
developer account with your Facebook account, you will have the option
to remove your Facebook account from you...
Update from my investigation: One of the Quest
VRCshttps://developer.oculus.com/resources/vrc-quest-functional-9/Makes
reference to the "stage" tracking mode. It appears "stage" is still
supported. So the question stands: Why does stage content somet...
So I spoke to the LOVR lead dev about this and he suggested the problem
might be related to recent Oculus changes around the "tracking space". I
was calling vrapi_SetTrackingSpace with VRAPI_TRACKING_SPACE_STAGE, the
lovr dev suggested VRAPI_TRACKING...
Forgot to mention I'm using ovr_sdk_mobile_1.46.0, but I also saw this
problem with ovr_sdk_mobile_1.44.0. The sleep thing is interesting. I
tested it by forcing my game to quit, sleeping the unit via the button,
then waking it up again. My game was ...
Hi RTA-- I agree that 44 and 48 sound about the same. However the
problem is that if you generate audio at 44.1khz (or have 44.1khz
assets), and then the device internally resamples to 48khz before
playing, it will have to perform a resampling algori...