ETA on MetaXR plugin with UE5.6 support?
Is there anyone on here who works for Meta and can give an indication of when the MetaXR and Meta Platform plugins will be upgraded to support ue5.6? Using UE5.5 with OVR API enabled via the MetaXR plugin creates a visual cutoff artifact in non-opaque materials and some opaque materials in a far right sliver of the right display, as discussed in This Thread. It seems that 5.6 potentially does not have this issue, so I'm left waiting either for a 5.5 version of the MetaXR plugin that fixes this artifact or a 5.6 version.100Views0likes1CommentRender Scale Issue
Hi, QA has flagged a Render Scale output of 83, failing Meta's 85% requirement. Our set-up: Our device profiles have mobile render Scale set to 0.85. On BeginPlay at runtime, we set vr.PixelDensity to 0.85. We do not have dynamic resolution enabled or any other relevant settings we're aware of that could influence the Render Scale. We're using Vulkan. Screen percentage is always 100%. Strange clues: If we set pixel density to something low like 0.25, the Render Scale shows 45% in the metrics HUD. If we set it to 1.0, the Render Scale shows 96%. At least one other dev in the Oculus Start Discord server has reported similar discrepancies with the Render Scale (in one case, they saw the same difference: they set their PD to 1.25 but the RS showed 123%) Has anyone else encountered this? Is the metrics HUD wrong? Is this a hardware level issue? Engine bug?1.8KViews1like1CommentGetPixels crashes on oculus quest only. How can I safely read the framebuffer on Oculus quest?
Hi I've been working on some functionality that requires capturing the screen to an RGB array for later processing/streaming. I've been using a pretty well documented method of calling GetPixels() on the a child class of UGameViewportClient which works great on every platform I've tried it on (windows, windows with vr/multiview enabled, android phone) but it crashes on Oculus quest android in both opengl ES3 and Vulkan. I suspect the mobile-multiview + android combination is causing issues. A thread describing the method is here (edit, I can't post links on these forums because my account is too young). Ultimately I'd just like to know if there's a way I can copy the backbuffer/framebuffer to an TArray on the Oculus quest without crashing. Ideally with acceptable enough performance to allow the data to be used for streaming. I've tried this with the oculus branches 4.22 and 4.24 with opengles3 on both and vulkan on 4.24. Thank you for your time.855Views0likes1CommentTestSubmitFramesWhenNotVisible failing, 2 texture swap chains committed, can't figure out why
I am running my game through the VRC Validator and it's failing that test. I have implemented a simple pause system that hides motion controllers and also calls the SetGamePaused blueprint node when the game loses input focus. However, when I run this test it says that there are still 2 texture swap chains being committed. I haven't been able to find any documentation on this. The closest I found were the docs on implementing Dash support which really just says to hide motion controllers. Can anyone help me figure this out? I am trying to prep my game to upload an alpha build. Is there anything specifically I need to do to make sure no frames are sent once the game loses focus?513Views0likes0CommentsChromatic Aberration correction on oculus Go
Hi there, i noticed that the new correction isn“t turned on be default, the oculus menu looks great, but as soon as i open up my project i have the old aberration effects :/ Is there a way to enable the correction through blueprints or some other means? best regards, Ronny644Views0likes0CommentsFixing DFAO for desktop and mobile ?
Has anyone tried fixing DFAO for desktop and mobile forward renderers? @imperativity Since Epic aren't focused on improving forward renderer for VR (nor deferred for that matter), I wonder if Oculus has any plans for DFAO (and maybe some other graphics goodies) in their branch of UE4. Thanks1KViews0likes1CommentHeadset Rendering Broken While Playing In Editor With a Dedicated Server
Hiya, Our project relies on game logic that is server side however it's currently not possible to test in editor with the 'Run Dedicated Server' box checked using an Oculus headset. Nothing is rendered to the headset. We think the cause is the dedicated server child process creating an ovr session and stealing headset focus. The sdk never receives a render frame because dedicated servers have no render thread. On closer inspection it seems that the problem is that the oculus engine plugin uses the IsRunningDedicatedServer() function in several places to check if there is a render thread. The problem is that IsRunningDedicatedServer() returns false when running from an editor context. A consistent way to tell if you are running from a dedicated server is to get a reference to the world context then check the netmode, though I don't know whether it's even possible to get reference to the world from the plugin code. The bug has made testing dedicated server logic very slow as we have to create a packaged build every time we want to test in headset. Any help, fix, or workaround would be really appreciated.633Views0likes1Comment