Vr passthrough captions for hearing impaired to let you read what people around you are saying
Enhancing Accessibility with Meta Quest 3's Passthrough Captions Imagine a world where Virtual Reality (VR) isn't just a medium for gaming and entertainment but a powerful tool for accessibility. The Meta Quest 3, with its advanced passthrough capabilities, has the potential to transform this vision into reality by incorporating real-time captions for the hearing impaired. How It Works: The Meta Quest 3's passthrough technology allows users to see the real world around them while still being immersed in the virtual environment. By integrating real-time speech-to-text technology, the headset could display captions for conversations happening in the user's vicinity. This feature would enable hearing-impaired users to understand and participate in conversations effortlessly while using the VR headset. Impact on Accessibility: According to the World Health Organization, around 10% of the global population, which translates to approximately 900 million people, have some degree of hearing impairment. For these individuals, daily interactions and communications can be challenging. By offering real-time captions, the Meta Quest 3 can make VR more inclusive, ensuring that hearing-impaired users can enjoy and benefit from VR experiences just as much as others. Boosting Sales and Market Reach: Meta, as a $1.27 trillion company, stands to gain significantly from such an inclusive feature. Even a modest increase in sales can have a substantial financial impact. For instance: If the global population is approximately 9 billion, about 900 million people are hearing impaired. Capturing just 1% of this market with the new feature could result in 9 million additional users. Given the average price of a VR headset, this could translate into billions in additional revenue. By integrating real-time captioning, the Meta Quest 3 not only enhances the user experience for a significant portion of the population but also opens doors to a vast, untapped market. This accessibility feature would position Meta as a leader in inclusive technology, likely resulting in increased sales, a broader customer base, and a stronger market presence. In summary, incorporating real-time captions in the Meta Quest 3's passthrough view is not just a step towards greater accessibility—it is a strategic move that can drive significant business growth and reinforce Meta's commitment to innovation and inclusivity.842Views2likes3CommentsQuest 3 passthrough black after developing with Unreal.
Hey, the normal passthrough function in the Quest 3 doesn't function anymore / is black after diving into Unreal development and setting everything up. The toggle in the menu is NOT greyed out. Passthrough works when playing First Encounters though. Anyone experienced the same thing? Thankful for any kind of help!8.8KViews0likes20CommentsPassthrough camera data is not available on Quest 3 developing with Unity
Basically it is not possible to access the real time passthrough video from Quest 3 in Unity. Many devs among the internet think it is a crucial feature to be able to process to create incredible mixed reality apps with object recognition using machine learning. Nevertheless, it is not possible to access the real time video captured by quest 3 in unity. Here is a reddit post made by me where people are requesting this feature. Please, we need access to real time passthrough video in Unity or other engines.48KViews110likes109CommentsQuest 3 POW level stuck at 3, Passthrough + Depth API
So I have this small Quest 3 App, basically a penalty shooter, using Passthrough + Depth API + Shadows + Vulkan (as requirement for Depth) For the 3D elements I have the goal, goal keeper gloves on the user controllers, a mascot character that shoots, and behind him a simple "screen" on a simple steel structure, this screen actually just has a couple textures to update the game progress. I also have a couple sound effects. When I launch it on Q3, with OVR settings I can see the power level of GPU&CPU is always at 3..... Also the scene starts with depth api off, there I have 72 fps, if I turn on soft occlusion drops to 30-50 fps.... What I dont get is I have another VR game, that has way more 3D elements, textures, interactions, a rig on the user, and CPU pow is at 5 and GPU at 4..... Why am I not getting higher power level on my Mixed Reality little game? here's the settings im using on the MR game, on the VR one its pretty much the same. I will send this MR game to AppLab and I'm worried it could get rejected by the performance, if there's any Meta staff reading this, game starts with Depth off, and on the start menu there's a toggle to enable it, would this help with the app review ? thanks!1.2KViews0likes4CommentsMRUK Basic sample causing Perf VRC1: Frame Rate jumping between 72 and 21
While trying out the MRUK Basic sample on my Quest 3, I also tested out the performance of the sample on the performance analyzer on Meta Quest Developer Hub. Instead of seeing a somewhat steady 72 fps, the fps keep jumping between 72 and 21, causing the analyzer to create multiple below 60 flags. Is this normal? Or is there something wrong with the analyzer?1.6KViews1like8CommentsDisable Guardian option when using passthrough
Hello all, I am trying to get some traction on this so we can finally do AR with quest 2 without that annoying Guardian. Please please let power user disable guardian when in Passthrough, there is no danger for us since we can see everything around us. Power users matter and you should help us enjoy your product, not put barrers in our way. Thank you4.7KViews3likes11CommentsStatic Windows For UI
Think about how useful it would be if meta would add the ability to anchor a window fixed to your display, this way you can move around your VR space and have windows follow you without needing to grab and keep ahold of them, this would allow for users to enjoy watching media content and interact with their room while using this device, currently, it is impossible to be able to move around your room and clean while watching a video unless you are willing to work around the house with one hand w, please meta, make this feature for us, I have been waiting years for it.350Views0likes0CommentsEnhanced Panorama Viewing with Passthrough and Wall-Locking
Current Situation Currently, panoramas on Meta Quest are displayed against a plain background, which doesn't take advantage of the device's mixed reality capabilities. Proposed Improvement I suggest implementing a new viewing mode for panoramas that combines passthrough technology with the wall-locking feature seen in YouTube VR's mixed reality environment option. Key Features Passthrough Integration* Allow users to view panoramas with the real-world environment visible in the background using the Quest's passthrough technology. Wall-Locking Option Implement a feature similar to YouTube VR's mixed reality mode, where users can "lock" the panorama display to walls or surfaces in their physical space. Flexible Viewing Give users the option to switch between the current plain background mode and this new mixed reality mode. Adjustable Opacity: Allow users to adjust the opacity of the passthrough background to find their ideal balance between the panorama and their real environment. Benefits Enhanced immersion by blending virtual panoramas with the real world More natural and comfortable viewing experience, especially for longer sessions Increased spatial awareness while enjoying panoramic content Versatility in how users can experience their panoramic photos and videos390Views0likes0CommentsPassthrough HUD Modding
Will you ever look into allowing users to create custom Heads-up Displays for the Passthrough feature? I think something cool, since Meta partnered with Microsoft for the Game Pass, would be to include some HUD displays/themes from some Microsoft games(Like Halo) in the Passthrough. It would be awesome to have a Halo helmet display in Passthrough when playing passthrough games, and such.513Views1like0CommentsMR-to-VR transition
Hi there, I have a simple question for anyone who can answer it. Are there examples of apps that are live right now that transition from Mixed Reality to Virtual Reality? Is this something that is permitted within the bounds of the current Unity All-In-One SDK? I have a client who wants to make a critical narrative moment out of starting an experience with a few objects in Mixed Reality, inviting you over to a certain vantage point outside of where you're currently standing but near you, and then switching to fully-immersive VR once you enter the trigger point. Is this something that someone has done before? Is there a way to toggle between the passthrough of Mixed Reality functionality and a fully-rendered environment like the old days? Alternatively, has anyone faked this before by e.g. messing with the passthrough visiblity in scripting and then throwing up a skybox or something similar? I'm just starting the initial R&D phase of this project and am just getting started with the Presence Platform but I have been doing both Unity and Unreal-based Oculus development since the early days. Just trying to reach out to the community early on to get some insight into precedent as I start to dig into the SDK myself. Thanks!Solved2.7KViews0likes3Comments