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The attached Unity project demonstrates a technique for doing hybrid mono / stereo rendering that can potentially benefit Unity VR applications.This is based on the "near stereo / far mono" sample in our C++ SDK.Basically, it renders the distant part...
If you're using WWise, a patch is required to the UE4 source to to pause playback when losing VR focus, and redirect audio to the Rift instead of the Windows default audio device.The patch ("Wwise_redirection_focus_1.1.patch") is included in the Unre...
We recently discovered that UE4's simulation time does not automatically pause when it loses VR focus (it does stop rendering and consuming CPU resources).This will be fixed in a future release. For now, if you want your game to pause, you must repla...
You may not be aware of this, but the final consumer Rift (and most of our recent prototypes) include a proximity sensor which detects if the headset is on the user's head.For games that support both VR and non-VR (2D) modes, we recommend using the p...