Renderdoc Meta Fork not providing performance counters for compute shaders
Hello! As the title says, I have been having issues profiling compute shaders. I am doing and investigation on VR volume rendering on the Meta Quest 2; and the performance counters on the Renderdoc Meta Fork have been fundamental on my work. But, right now, the only information that is provided on the counter are the millisencos for each pass, only when taking about compute shaders (the render passes present all the data as expected). At first I thought that it is as expected for some fields to present missing values, since we are not using the raster pipeline, but the texture pipelines are also reporting 0 fetch stall & 0 bytes readed; wich is not true since this shaders perform a surface nets algortihm. Am I missing something? Has anyone encoountered this issue? Also, it is not a dead-or-live situation, but the shaders run very fast; and would love to look a bit closer.1.8KViews0likes1Comment3rd party bluetooth access denied after update to firmware version 53
I've got an app which talks to a 3rd party bluetooth device (https://www.attys.tech/). This app has been working just fine on the app lab since March. Now suddenly I'm getting the error message: java.lang.SecurityException: Need android.permission.BLUETOOTH_CONNECT permission for android.content.AttributionSource@8487bd38: AdapterService getBondedDevices My manifest file has the appropriate permissions: uses-permission android:name="android.permission.BLUETOOTH" uses-permission android:name="android.permission.BLUETOOTH_ADMIN" uses-permission android:name="android.permission.BLUETOOTH_CONNECT" uses-permission android:name="android.permission.BLUETOOTH_SCAN" This behaviour has changed out of the blue without my intervention so I suspect that a recent firmware update has disabled bluetooth access, even with the permissions in the manifest. This is a biofeedback app and it needs to measure the heartrate. Without the bluetooth connection it's pretty much useless. I'm giving a demo in front of people this Thursday. This looks like a serious bug. Even if I run the app straight from Android studio it won't let me connect to my Attys.1.7KViews0likes1CommentNative development / example with post processing effect (bloom)
Hello, I try to figure out, how to add postprocessing effect (like bloom/glow) on the following sample: VrCubeWorld_SurfaceView. I have some good examples for bloom effect around, but I am not able to adapt them to the VrCubeWorld_SurfaceView... Here are some calls done, that are not so much documented: glFramebufferTextureMultisampleMultiviewOVR vrapi_CreateTextureSwapChain3 Is there a sample (from Oculus or not) that demonstrate the postprocessing effect in the native VR context? Thanks!930Views0likes1CommentNative Adroid non-VR app displayed in VR when opened from Oculus UI
I have developed a native android application that is being used as a configuration tool for a different Unity build application on the Oculus GO. It consists of a single activity with some interactable buttons. When first installing the application through adb commands I also force the main activity to open with a adb shell command. This opens the app in a 2d Oculus menu like view, as expected. When closed and opened again from the Unknown Sources, it once again opens as expected. However, when I send an intent to open said app from the aforementioned Unity application, the configuration app opens as being a VR app. Rendering over both eyes, making it unusable. It is now also recognized as an "app" where it shows the pop-up to close the app when pressing the Oculus button, whereas it didn't do that before. Now, when opening the app from Unknown Sources, it keeps opening as a VR app. I feel like this has to do with certain flags given to the launch intent from either external applications or the Oculus UI itself, but I'm lost. Would love to hear the mechanics behind this and if we can get it so that the configuration app always opens as a 2d non-vr application. With regards.878Views0likes0CommentsGetting version of core apps
Hi, I'm currently trying to figure out how to list all versions of an Core App via the GraphQL Api (or some other api). I've found the app ids of the Core Apps (e. g. 519080484913803) However the normal requests you'd use for an app like Beat Saber (2448060205267927) do not work on Core apps. Would appreciate it if someone could share some more information on this. Thanks Kind regards, ComputerElite, OculusDB developer875Views0likes1CommentSupported Currencies for In-App Purchases
Where can I find a full list of currencies that are supported by Quest for IAP? The docs state that "The IAP item will be converted to the local user’s preferred currency at the time of purchase" but I cannot find a list of: The supported currencies The conversion rate from USD that is used for each of these currencies873Views0likes0CommentsCurrent state of the native developer SDK?
I'm not clear on what the current state of the Oculus SDK is. I have read they switched over to OpenXR and discontinued the native SDK, but then I see documentation on a PC SDK here: https://developer.oculus.com/documentation/native/pc/book-gsg/ My immediate goals: Oculus Rift support PC-powered Oculus Quest support (streaming from PC to the headset) Later goals: Native Meta support (running on Android) I've used Valve's OpenVR before with good results. I believe it supports the Rift, but I am not sure about the Quest. After working with it for a week, I have a very bad impression of OpenXR. In order to meet the immediate goals stated above, where should my focus be?846Views0likes0CommentsQuest Pro Output Fisheye preview with pose
Such as the post's subject title. I am new to quest developer, recently I got my quest pro, and I would like to output the fisheye preview with pose data at the same time. May I know if that is possible? What API do I need to focus on? What platform do I need to base on, unity or native? Thank you!687Views0likes0CommentsBuild and Run hello_xr Sample App Error
PS D:\OpenXR-SDK-Source-main\build\win64> cmake -G "Visual Studio 17 2022" -A x64 ..\.. -- Selecting Windows SDK version 10.0.19041.0 to target Windows 10.0.22631. -- Enabling OpenGL support -- Could NOT find Vulkan (missing: Vulkan_LIBRARY Vulkan_INCLUDE_DIR) -- Could NOT find JsonCpp (missing: JsonCpp_INCLUDE_DIR JsonCpp_LIBRARY) D:/ovr_openxr_mobile_sdk_62.0/OpenXR/Libs/Android// -- Enabling OpenGL support in hello_xr, loader_test, and conformance, if configured -- Could NOT find glslc, using precompiled .spv files -- OpenXR 1.0.34 -- Configuring done CMake Error at src/tests/c_compile_test/CMakeLists.txt:30 (add_executable): Target "openxr_c_compile_test" links to target "OpenXR::openxr_loader" but the target was not found. Perhaps a find_package() call is missing for an IMPORTED target, or an ALIAS target is missing? i tried to log ANDROID_ABI but no value How can I fix it?548Views0likes0Comments