We recently saw eye and facetracking getting support through Oculus Link
and Air Link... but it was only by using proprietary Quest Pro specific
OpenXR extensions. That means each and every developer then needs to add
support for this, instead of Met...
I have been working on a project for a while now. An Oculus Quest Home
app. Main feature I want to get better working now, is a VR app browser
and launcher.A more 3D way of accessing your apps, like Oculus Home did
with the VR Console where you could...
First I was excited about the Rift S... it has a lot of what I hoped to
see in a new Rift headset. It also made sense to replace the current
Rift. But the more I think about it, the more of a problem I see with
this. Already the Rift is not being sol...
This sure seems silly. Why make tracked object instead of objects? They
could really only come up with one use case, so now not only can we only
have 1 left and 1 right controller, but the tracked object is also
limited to one? I was telling Vive own...
So I am writing my wishes for Christmas and this does not seem to be an
option. Is it a planned feature? Would it be coming before Christmas?
Maybe it is coming with Rift Core 2.0 hopefully? Or should I just have
other wishes for Christmas?
But I am saying it has to be in the front part. If the battery is not in
the front part it will be placed on the strap. Problem with that is that
it gives less options for the user, like with the Quest Pro. Quest Pro
users therefore have to put addit...
Of course Microsoft could add it, I doubt they will because I do not
think there are that many Quest Pro users, but what I find more
important is that they should not have to. There are already standards
in OpenXR for eye, face and handtracking. No r...
That does look nice, but it still seems to be Meta specific support. So
it wont help Pro users f.ex. use Microsoft Flight Simulator in VR with
eye tracking and dynamic foveated rendering because to use eye, face,
body and hand tracking it needs Meta ...
How did you test it? Did you test with games that use eye tracking or
Quest Pro specific apps? Because when I made this there was already
support for making apps that use eye and facetracking as long as you
used the Oculus SDK and Quest Pro specific ...
Foveated rendering isn't proven on standalone? A 3 times or more
increase in performance seems relevant to me. The performance gain does
vary, but it should mainly be in the way that it gets even more than 3
times performance rather than less.The pow...