Quest 2 - Switching off individual screens / Unreal
I'm creating an app for the Quest 2, using Unreal (and not having much success getting help on the Unreal forums). I need to be able to switch off individual screens on Quest 2, so that I am displaying graphics to either the right or left eye. Any idea how I might be able to do this? I'm looking into nDisplay settings, but there's no guidance for this type of function.1.3KViews0likes3CommentsAnti Aliasing In Unity with URP
Hiya! So I'm having issues with Antialiasing in Unity on a Quest project, it doesn't seem to matter if I have my project set up based on the Oculus documentation or not: https://developer.oculus.com/documentation/unity/unity-conf-settings/ Things are still looking pretty chunky, maybe I'm not understanding how to manually set the MSAA level, in my understanding it's the pipeline asset that has to be set to 4x MSAA Project Setup: Unity 2021.3.11f1 Unity XR System w/Oculus XR Plugin GLES not Vulkan Doesn't seem to matter if I'm in Multiview or Multipass. FXAA does... something, but its just blurry. I've read that for certain setups you have to disable antialiasing in the camera, only enabling it in the pipeline settings, this didn't have the desired effect for me. Finally, questions: How essential is the Integration Package to MSAA functioning correctly on the quest? Am I required to use an Oculus camera rig instead of the Unity XR Rig for Antialiasing to function correctly? Also if anybody can share with me screenshots of a working URP+MSAA Unity setup configuration I would be very grateful.8KViews1like1CommentHas anyone without artistic ability succeeded in developing a game or app?
I want to learn to develop games or apps for the Quest 2 but I have no artistic ability. I would like to know if anyone on here has succeeded in developing games or apps despite not being able to draw or anything. I'm not looking for people that are trying to do so, just those that have succeeded, so that I will know it is possible, and so I can ask questions of them. Thanks!610Views0likes0CommentsGraphic Settings not Starting with The App Start
Hi, I am fighting with this for a week. When starting the game on Quest 1 it doesn't activate Anti-aliasing, but changing focus and coming back to the app fixes it (going to the main menu and then resuming the game). For oculus quest 2 is even worse, besides the quest 1 problem, it also seems to start with the right eye misaligned, creating double vision. This gets also fixed the same way: going to the home menu and resuming the app. So, apparently, there is something not starting at the moment the app is executed, but that gets working by switching the focus once. Do you have any idea or clue what this can be?448Views0likes0CommentsCan I tweak my 3D graphics settings to improve image quality?
I have an RTX 2080 8GB and I am able to run games fine on my Oculus Rift S. I was just wondering if there are any graphics settings I can tweak in my Nvidia control panel so that image quality can be improved in my VR games.472Views0likes0CommentsIs this kind of visual effect normal?
imgur .com/a/q6r6vs1 If you look at the edges of the menu in the video, that's what I'm mostly talking about. It's most pronounced as well around the mirror. The best way I can describe it is being (literally) rough around the edges, kind of like an old video game. Is this normal? Do other people experience this?656Views0likes2Commentswhat does it take for good Art assets in VR game
Context I have experience in making 2D games mostly, but of course, I'm trying my hand at quest development. What does it take to make or know great graphics in VR if you don't have any experience with creating excellent art unity assets for VR? To be more detailed, what to look for or where do I start. I have a little experience with Blender but not for making VR assets.600Views0likes1CommentRandom black screen on quest
Hi First off, apologies if you see this question twice - I asked it once and the post disappeared immediately! We're experience a severe issue where, after a relatively small period of time (15 minutes to an hour) the screen in our app simply turn black and will never come back. The game is clearly still running (we can hear sfx in response to movement on controller, still use voip and verify the online connection is valid etc), however the screen is simply black. We've got some suspicious log cat output: 10-18 08:42:42.963 1037 1463 I ActivityManager: Process com.oculus.vrshell (pid 1809) has died 10-18 08:42:42.964 1037 1463 D ActivityManager: cleanUpApplicationRecord -- 1809 10-18 08:42:42.978 1037 1585 I WindowManager: WIN DEATH: Window{890a751 u0 SurfaceView - com.oculus.vrshell/com.oculus.vrshell.MainActivity} ... 10-18 08:42:43.099 1037 1583 I DisplayManagerService: Display device removed: DisplayDeviceInfo{"com.oculus.android_panel_app.AndroidPanelLayer-#main": uniqueId="virtual:com.oculus.systemux,10060,com.oculus.android_panel_app.AndroidPanelLayer-#main,0", 770 x 241, modeId 2, defaultModeId 2, supportedModes [{id=2, width=770, height=241, fps=60.0}], colorMode 0, supportedColorModes [0], HdrCapabilities null, density 160, 160.0 x 160.0 dpi, appVsyncOff 0, presDeadline 16666666, touch NONE, rotation 0, type VIRTUAL, state ON, owner com.oculus.systemux (uid 10060), FLAG_PRIVATE, FLAG_NEVER_BLANK, FLAG_OWN_CONTENT_ONLY} Specifically the 'WIN DEATH' and 'Display Device Removed' However nothing else to go on. As far as I can tell we aren't hitting memory issues or anything either - mem use stays relatively stable throughout. We're on unity 2018.4, Oculus SDK 1.29.1. Happy to upgrade if likely to fix things, but we're near ship so would rather not do so unless it's likely to help! Has anybody seen this / have a suggestion. Any help from devs or the Oculus team would be hugely appreciated Thanks Chris687Views0likes0CommentsLow-Resolution visuals with Oculus Go app built from Unity
Hi there- like the title says, an app I've been developing for the Oculus Go seems to have unusually low-resolution graphics when compared with other apps from the store. Are there any obvious settings I may have missed during the build process, or some internal API I should call? Thanks in advance1.6KViews0likes3CommentsUnity _CameraDepthTexture access on Oculus GO
Does anyone know hot to get the Unity _CameraDepthTexture working on Go? I'm setting up the camera correctly (GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth ) and everything looks good on PC / in rift, but on go the depth texture appears to be empty. [I'm using a debugging shader to render the exact contents of the bugger to a quad to test this :) ) Is there some unity setting hiding somewhere that needs to be checked to enable it? Some other setup that needs to be done on mobile only? Any ideas gratefully accepted :)652Views0likes0Comments