Creating walkable rooms larger than a single Guardian space max limit
The Quest guardian system has a limit. But I have a need go much farther. One method I have come up with is to create a matrix of guardians which the quest right now will store in it's history. It will even detect when you leave a guardian and enter the next. BUT not without popping up a dialog "change guardian" first. What I would like to do is to disable this dialog within my app. And also receive an event to which guardian it has selected. Once I have notification, I can record the previous known tracking position. Use that to offset into the NEW guardian space tracking position. This should seamlessly allow me to travel through all the guardians stored in the quest. Is there an api call now I can make?900Views3likes1CommentQuest Guardian rendering uses about 20% of GPU. Is this normal?
Our game is currently able to easily sustain 72fps in regular play. Using the OVR Metrics tool and Remote Monitor, it is using on average 60% of GPU and 40% of CPU. However, we've noticed that whenever we step into the boundaries of the Guardian System and the red grid begins to be rendered, the GPU usage spikes up to between 80 and 85%, while CPU is hardly affected. Is this expected? We have some larger, more visually complex levels in the pipeline and we're worried that even if we only use a reported 80% of the GPU, the game would stutter (and subsequently fail VRC.Quest.Performance.1) if the player is playing the game in a confined space and keeps crossing the boundaries.1.4KViews1like5Comments