Recording mixed reality (passthough) PCVR apps (post v47)
Is it possible to record mixed reality (passthrough) PCVR apps now that v47 has been (gradually) released? The release notes specify that users can now record MR/passthrough "on Meta Quest Pro devices", but it isn't clear whether this functionality extends to PCVR with a tethered Quest Pro running a MR app. Things we have tried post v47: Native Quest Pro recording / on device (passthrough appears as black background) Sidequest streaming (PC steam goes black once our unity application launches) ---- v47 release notes for mixed reality capture ie. capturing passthrough instead of a black screen on Quest Pro Mixed Reality Capture (Meta Quest Pro only) Share the magic of mixed reality with friends and family. On Meta Quest Pro devices, you'll now be able to capture photos and videos while using mixed reality in Passthrough. This will be rolling out gradually.1.3KViews0likes0CommentsOculus Rift S and Steam LIV (Mixed Reality) ?
1. Error message when using Steam LIV software (The Oculus system has lost its connection to the display. Please check your headset's connection and then restart) Remove the LIV software to make it work , But there is no error in testing HTC VIVE. Steam LIV Customer serviceļ¼ LIV doesnt really do anything at that level. if your oculus is losing connection to the display it sounds like you have issues with your device or the oculus software so, there isnt really anything to fix there . Has anyone encountered this problem? thanks.1KViews0likes0CommentsMixed Reality Mount for new Touch Controls?
Hello! I recently printed the mixed reality mount files, and realized pretty quickly they're for the previous style of touch controller :D . I'm wondering if there is a newer version somewhere? Appears it hasn't been updated since 2018. I could just scale this one down, however wasn't sure if it would cause any issues on the inner ring of the new rift s touch controller. Thanks!412Views0likes0CommentsOculus Design Improvement Concept
So I included this in some of the public facing forums as well, but I figured it worthwhile to share with the developer side as well and was interested to hear what people have to say about this. This would increase the cost of the device but also would improve the capability to include natively supported Augmented reality. The Rift currently only natively supports VR, with AR possible through external Attachements such at the OVRVision device. This device, on its own has frankly subpar performance in comparison to the Rift proper, so I have to wonder if the OVR team could hypothetically design a system which could handle this better. My suggestion, thusly, is a system wherein the front opaque panel is made to be able to shift between opaque and transparent, or able to move out of the way of the viewer by either folding or moving around the user's head. An example method for this would be to move the hardware in the frontfacing lens to the lateral or cranial directions to account for this. Assuming you'd prefer the transparent to dark backing transition with no motors and movement (which I expect) add to the API tools to change the state the state a single function which takes in the transparency value you would like and will automatically set in in the backing hardware. Additionally, this may require changes in your display technology, based on my understanding of how it works. I would argue that the technology to handle this does exist and it should be doable but Im not sure whether you may deem the necessary R&D costs to be appropriate. Another concern in this case might be latency if you also want the feature to feed back an image of what the player can see through the lens, but regardless I do think this to be something worthy of consideration. Anywho, Im Forrest Shooster, a VR/AR/MR game dev who just had a passing thought I wanted to share with the oculus team. I'll be sharing this elsewhere as well. Thanks. Cheers, Forrest Z. Shooster AKA Argzero464Views0likes0Comments