Suggestion: Allow apps to request permission to access camera feed(s)
The developer blog says: "We built Passthrough API with privacy in mind. Apps that use Passthrough API cannot access, view, or store images or videos of your physical environment from the Oculus Quest 2 sensors. This means raw images from device sensors are processed on-device." That's all well and good, but what if an application has a legitimate reason to need access to that data? I can think of several such use cases: A camera app for taking pictures/recording video in 3D Mixed reality experiences that implement computer vision algorithms to react to things in the real world A more advanced version of Waltz of the Wizard's mixed reality sandbox that allows changes to be made to objects in the real world (well, at least how they're displayed in the headset 😉) using image processing filters Trippy effects that go beyond the pre-existing filters in the SDK I'm sure there are many others as well. From my understanding, none of these use cases are currently possible on the Quest, even though there's no reason they shouldn't be with the hardware that's present. I couldn't even code it for my own experimentation unless I find some way to root the headset, which is annoying as I spent $1,500 on a Quest Pro and shouldn't be prevented from using its hardware as I please. So what I recommend is adding an API for accessing this raw image data, which would of course only work if the user grants permission to the app. Apps can already do this on smartphones with no issues, so I don't see how the Quest would be any different. The Oculus Store, of course, can also set policies as necessary, such as requiring apps to keep the image data on device whenever possible, and to never send it to a remote server without the user explicitly giving permission. I'd have posted this in the SDK Feedback section, but for some reason it says I'm not allowed to start a thread there, so I'm posting it here instead.10KViews30likes17CommentsRequest for Enhanced Audio Routing Controls with External Microphones on Meta Quest
Hello Meta Team, I’m reaching out to request improvements in audio routing control for the Meta Quest, especially when using external USB-C microphones. Currently, the Quest OS automatically routes both audio input and output through the USB-C port when an external microphone is connected. This setup unfortunately limits flexibility, as audio playback through the device’s internal speakers is disabled, which contrasts with the more granular audio routing available on many Android smartphones. Use Case and Rationale: This limitation impacts a wide range of VR use cases, such as: Recording and Streaming: Many creators and developers require the ability to record or stream with an external microphone while still using the Quest’s built-in speakers for monitoring or providing immersive soundscapes. Accessibility and Communication: Granular audio routing control could greatly benefit users with specific accessibility needs or those using VR for social applications, where communicating through an external microphone and hearing output via speakers would enhance the experience. Application Flexibility: Several VR and AR applications rely on custom audio setups that would benefit from per-device audio control, similar to standard Android settings where users can select preferred input and output sources individually. Feature Suggestions: To enhance audio routing control, I’d like to suggest the following features: Option to Separate Input/Output Routing: Allow users to select audio input (e.g., an external mic) and output (e.g., internal speakers) independently, akin to Android’s audio settings. Persistent Device Preference: Provide a setting to enable/disable automatic audio routing to USB-C devices upon connection, similar to the “Disable USB audio routing” option on Android. In-App Routing Controls: Ideally, allow apps to query and set audio routing preferences directly, enabling custom audio experiences within VR applications. I believe that these enhancements would not only improve accessibility but also expand the creative and practical applications of the Quest headset. This type of control is becoming increasingly essential as more users integrate VR into production, education, and social environments. Thank you for considering this request. If there’s any way to provide feedback or be part of testing new audio features, I’d be happy to participate!383Views3likes0CommentsScale seems off on Quest 3
Hi guys, Grabbed a Quest 3, downloaded my game from app lab and the scale of everything seems about 20% bigger. Most noticeable on the hands for obvious reasons but it seems to be the entire game. Its lik the overall world scale is now wrong. Has anybody seen this on their own titles or heard of this? Thanks for any help or advice. Dave2.3KViews3likes2Comments[Feature Request] Integrate Tracked Keyboard with Meta Remote Desktop
I've been experimenting with Tracked Keyboard (Logitech MX Keys Mini) and Workrooms recently and have noticed a few UX/usability issues. The tracked keyboard communicates directly with the Quest, which makes perfect sense if you plan to use it as a direct input while using the Quest. However in Workrooms, when you bring your PC (or Mac in my case) in to the workroom, the keyboard does not control the PC. This is a major source of friction from a usability/UX perspective. A possible solution, and hence the feature request, would be to integrate the tracked keyboard with Meta's Remote Desktop app as the intention in this scenario is to control and directly input in to the PC. This way the user sees the keyboard (passthrough), the keystrokes are inputted directly to the PC, and Remote Desktop can pass keyboard events, positioning, etc. to the Quest. It does throw up the issue of two modes of Tracked Keyboard (one directly to Quest, the other to Remote Desktop), however cognitively this is easier for a user to manage than having two separate keyboards on the same desk (one for the Quest another for the PC), or to have the disconnect that the Tracked Keyboard doesn't directly control the applications on the PC that are brought in to Workrooms. I hope this helps. rgds Dave2.4KViews2likes3CommentsNative support for ODT (omnidirectional treadmills)?
Hello! Can an update be released that enables native support for for omnidirectional treadmills (the Kat Walk C2 for example), so our Quest headsets and the games in them directly work with ODTs, without needing a a PC to host. Just direct functionality between the Quest, the games inside the headset, and the ODT. Thanks!649Views1like0CommentsSteam VR app get stuck in loading space using Oculus Quest 2
Hi Guys, First of all, I'm not sure this is the right place to post this issue, so I apologize in advance if it's not. When I launch an openVR app I developed in a certain laptop I can see the app running normally in the laptop, but in the headset (Oculus Quest 2) I'm stuck in the SteamVR's loading space (with dark mountains in the background). The tracking is working, the movement and actions I do with the headset and controllers updates the scene in the laptop mirrored window. I found a similar problem in the community forum but without solution. https://forums.oculusvr.com/t5/Support/Can-t-get-Steam-VR-to-work-at-all-w-Airlink/td-p/975374 However, this problem is happening only in one laptop I acquired recently. I've tested in other two computers (other laptop and one desktop) and everything works fine. So I think it might be some incompatibility between Oculus drivers and the laptop hardware (I'm already assigned to the public test channel). The specs of the tested machines are below. (I'm also facing another problem with this same set of hardwares that looks to be related to this one. I posted it in the community forum: https://forums.oculusvr.com/t5/Support/Black-screen-in-Quest-Link-remote-desktop/td-p/981659 ) First laptop (not working) - AMD Ryzen 7 5800H with an integrated Radeon Graphics - Nvidia Geforce RTX 3060 Second laptop (working) - Intel i7 10a gen with an integrated UHD graphics - Nvidia Geforce GTX 1660 Ti Desktop (working) - AMD Ryzen 7 3700X (no integrated GPU) - Nvidia Geforce GTX 1660 SUPER They all run Windows 10 Pro.2.6KViews1like0Comments360 Hotspots in Real Life
As part of a brief, I want to use the Oculus Quest at particular points for a walking tour. Essentially when a tour group gets to specific defined areas I would like to start the experience and end without the people wearing the headsets to have to do anything. What would be the easiest way to achieve this? Ideally, we would be walking with an IPAD that could act as a control. Thank you542Views1like0Comments