BUG: Oculus Home Import - Model textures loose filtering minFilter, magFIlter
1.) I upload a model into Oculus Home, from the _import folder (the picture frame with the storm trooper). 2.) Model looks as expected! Texture is rendered with minFilter, magFilter as set in the glb (see before image). 3.) Exit Oculus app on the computer, and then re start it again. 4.) Model texture *appears* to loose it minFilter, magFilter; and generator has changed to Facebook glTR Transmutator (v.1.5) (see after image). The model behind of the predator does not get touched by the transmutator--it's generator remains as it was original--I'm not certain why. I am hoping someone could shed some light to this. How do prevent the Facebook glTR Transmutator touching the model, because as I mentioned, it was perfect, but any model touched by the transmutator, their textures are crap. If needed, I can post the model that has the issue. before: after:879Views0likes1CommentLow FPS even with low draw calls and low number of triangles :(
Hi, I am confused about something and It would be great if someone can help me. I have around 500 trees in my scene but I optimized them so the total number of draw calls is around 200 and total number of tri around 300k. There are no scripts running and the game is literally doing nothing, there is no reflection probes, I have turned off shadows etc. When I build the game, I still do not get 90 fps whenever I look towards the trees. Why this is happening ? I checked the profiler and XR.wait for GPU is taking around 20ms. Can Someone please explain me why large number of objects is decreasing FPS even when draw calls and number of triangles is low ? Am I missing something ? is there any solution to this prob or I will have to decrease the number of trees ? Thanks771Views0likes0CommentsOculus Rift problem with Unity URP project...
Hi All I am trying some 3D Environment with 2019.3.6f1Unity URP Template project and both Oculus Integration and Oculus Desktop plugins and I have a problem...... When I played this project in Unity 2019.3.6f1, I can see only ONE eye in my Oculus Rift Headset and I have not idea about what the problem are. I built one 2018.4.21f1 Unity 3D proyect template with the same Enviroment( but without URP) and I can see sucessfully( two eyes) in my Oculus Rift Headset I guess that maybe the problem could be for the Unity version or for URP topics, To be honest with you, I am confusing myself, for it, Could anybody help me to fix it? Thanks in advance Alejandro884Views0likes1CommentRecent performance issues
Towards the end of December I was finishing up the intro of my VR game. The intro is just 5 minute ride introducing the story and environment they are about to experience in the actual game. It is built inside of UE4 (4.23). During the intro normal controls are turned off so they can't interact with the ride aside from looking around with their head. This intro was going to be my teaser reveal for my game as well. I polished it up rather well I like to think. Before December wrapped up I backed the project up across my various devices as it was a big milestone for my project. Everything ran well. No frame hitches, no audio skipping, no tracking issues from performance. I took a couple weeks off at this point for health reasons. It was supposed to be a good stopping location. Upon returning (a couple days ago) I have noticed that with the recent Oculus updates (forced) that performance changed in my intro. Now I get frame hitches, audio skipping, and tracking issues - regularly. What happened? I wrapped up that intro. It was done. No additional work went into it. Like a nervous school kid I verified it's fluidity 100 times. It was running perfectly, and now due to some oculus update it does not. How am I supposed to trouble shoot this as a developer? It's not like I know what you did under the hood. To trouble shoot this on my side I've kept windows updated, same with Nvidia Drivers. I migrated my project to UE4 4.24.2 hoping that your update was utilizing something in UE4 current. Still I get regularly hitches. Not just in my project mind you. I get them when I put the headset on. The moment I enter VR I'm getting stuttering that never occurred before. If I open up UE4 in the background - it's nearly unbearable. At this point I have no idea what to do. I know in these situations it's common to blame the other half - UE4. If there was a way to roll back my oculus version I'm certain my backed up UE4 4.23 version of my project would run flawlessly. What are other developers doing about this? Are we expected to modify our projects to accommodate the Oculus updates?1.4KViews1like3CommentsWebVr development
Hello, I'm trying to develop some vr visualization with hotspots to launch videos, display text and images in an Oculus like Krpano software. I need to display it on the web, I tried with firefox, it works for 1 day and now when I try to use the helmet, I have no video, just the head mouvements work . (win 10 x64 , firefox 72, aframe, babylon) I tried to uninstall both firefox and oculus, I tried on a new windows install on another computer with windows seven, the same... I think that's an update problem, but I can't resolve this issu. So my questions : - Have you experienced the same thing, have you found a solution ? - If you use webvr what is your development softwares. - I want to learn to use unreal engine too but I need webvr display at this time, is it possible to display / convert a unreal engine project? Thank you for your help901Views0likes2CommentsOculus Gone Silent
I am wondering if it is just me? or has Oculus gone silent for other developers. I can't seem to gain any contact anymore about my game, or about anything else. I have also contacted Oculus Start with no luck. I have sent multiple emails, with the only reply being the generic "Your email has been forwarded to the right team". Please let me know if it is just me or if others are having the same issue. Thanks.1.9KViews0likes8CommentsTouch controllers stuck in Oculus software. Can't remove
Hi, I'm troubleshooting an avatar issue, and I figured I should try and reinstall oculus software and remove and reset the Rift S. However, there are two faulty "Right touch" controllers still there I can't remove. They have corrupt serial numbers: ��Rl� How can I get rid of them?510Views0likes0CommentsAny different is development between the Rift S and non-S version?
Hey guys - I know the Rift S isn't out yet but I'm hoping one of the Oculus developers can answer this. I'm currently developing a project in UE4 using the non-S Rift version. I'm planning on purchasing the Oculus Rift S as well - anyone know if it would be a process to transfer / port the game over or would they use the same drivers and have it be a seamless transferal process? Thanks guys! Chris837Views0likes2CommentsOculus rift CV1 shows unstable speed, sometimes very slow
Hello everyone, Sometimes oculus helmets have to wait on the head for a long time before they can see the picture. VR is developed by HTC vive development kit.what is the way to remove the helmet recognition light function so that the helmet always shows images? Does the helmet always show the image will not affect the helmet? For example, if there is a long period of fever, will it be possible to burn it?461Views0likes0Comments