LibOVR , OOP C# library for Oculus OVR-PC
Hello all, I'd like to present an open source library I maintain, LibOVR. LibOVR is a C# low level wrapper for the ovrpc library. It's target is code-first developers, and C# engines. It's does not require unsafe code, all native objects (Client, Session, etc) are wrapped in objects and their lifetime is managed by the library itself. I am using it to bring VR capabilities to my game framework KNI, but made it a separate library under Apache-2.0 license so that others can benefit and contribute. source code: https://github.com/nkast/LibOVR nuget: www.nuget.org/packages/nkast.LibOVR/2.1.0 Demo videos: https://www.youtube.com/watch?v=SRjtcoTBq7g&list=PL5j45kel337irLF5a7vMM3do6bwdEIFTq&index=2 Thortspace (Social 3D VR and MR mind mapping software) https://www.youtube.com/watch?v=CmqJcL2nUcY&ab_channel=Thortspace368Views0likes0Comments(feature request) Passthrough for objects of my choice
So I've started using my Quest 3 as a cheap alternative to having enormous monitors, and while mixed reality works, I prefer VR as it shuts out the room and lets me focus. But this is borderline impossible because of how much kit I'm messing round with. I've got: my phone the left and right controllers a keyboard and mouse my personal laptop, end client's laptop and the consultancy's laptop my headphones my vape a cup of tea or coffee / can of coke / snacks I'm constantly popping out of VR and into AR to find something, and back again, feeling lost when I'm in VR. Because if an object was invisible when I lost track of it, the VR experience has cost me object permanence. This would be pretty easy to fix. AR Toolkit lets you detect the position and orientation of objects via printed stickers that look kinda like QR codes. Pop a printed sticker on an object, draw a bounding volume around it and have that area be visible via passthrough. Or replace them with a 3D mesh of my choice if you want to get fancy. "tracked keyboards" sound like a good idea, but having a special case for every object seems suboptimal. My Das Keyboard isn't ever going to be supported, and Meta are never going to enter into an agreement with vape companies. My wallet, keys, bank cards, my light switch, remote for my stereo, the chess clock I use to time how long I've been procrastinating instead of working - all these things are arbitrary and personal to me and how I live. I could actually do this myself, but I'd have to build yet another mixed reality productivity environment - and I've got my own code to hack. Stickers might be a bit ugly but they are CPU-light thing that would be a massive win for all apps on the platform. Plus if users let Meta use them to gather image data, it could be used to bootstrap object recognition in general. They'd know which objects are actually important to people, how often they're used, what they look like and where they usually are. Without judgement or corporate optics filters - an ashtray, bong or bottle of whisky gets equal treatment to more wholesome things like a dumbbell or a keyboard.416Views0likes0CommentsH265/AV1 Hardware Decoding Support for WebRTC on Quest 3 using Browser App
It is known that the chips powering Quest 3 supports H265/AV1 hardware decoding (SNAPDRAGON® XR2 GEN 2 ). For web platform development(Browser Video Support for Web Platform), the official document states that Meta Quest and Meta Quest 2 have hardware support for video decoding too. And the codec includes H264/H265/VP8/VP9. Now my question is if the hardware decoding for H265/AV1 is supported on Meta Quest 3 when using the WebRTC for video streaming on the native Browser application. If the browser does not support, what other platform I could use to develop a WebRTC video streaming service with H265/AV1 hardware decoding2.8KViews2likes1CommentWebXR AR (argumented reality) via Quest Link - Open the Passthrough
I am developing an WebXR AR (Argumented Reality) App and would like to start it via the Quest Link Connection in the Browser to harness the PCs rendering power. The WebXR app works in VR mode but doesn't allow me to open in the AR mode. I enabled the Passthrough option in the Beta Settings in the Quest Link App. The AR works without the Quest Link. Is this supposed to work? I am using the Quest 3 Headset (newest software, updated my PC, updated the drivers everything, tried to restart everything multiple times)1.6KViews1like0CommentsRequest for animated canvas texture support in full Immersive WebXR mode
Hi, I have a project where I'm streaming a live source to an animated canvas texture (using A-Frame WebXR). The texture animates in 'flat' view in the Meta Browser, but freezes upon entering full immersive mode. I'm not sure of the cause, but would like to ask the dev team to please consider a fix for this for the official Quest browser. Thank you for all your work on this great technology.1.6KViews0likes0CommentsMeta SDKs and support for custom engine development
Hi everyone, watching and reading into Meta Connect 2023 it sounds like lots of the SDKs - particularly in the presence platform and for designing custom controller haptics - are only supporting Unity (and sometimes Unreal). However, we've been building our game on a custom game engine for Meta Quest. Will we be able to integrate these Meta SDKs with our custom engine?1.9KViews0likes0CommentsMeta/Occulus and Java OpenJDK?
A) Would it be possible for there to be an arrangement where an Occulus Quest 2 could run Java software using secure WIFI from a PC, seprately from itself, to support the full capabilities of an Occulus Quest 2 unit, without having to install any Java software on the Occulus unit itself, to have things work? I am hoping to run a custom Java OpenJDK through WIFI from a PC Server to facilitate a VR interactive world, either for one user in one world instance, or multiple Occulus Quest 2 users simultaneously in one world instance. It would be ideal if I didn't need two custom JREs, one for the PC and one for the Occulus unit. What do the experts there think? B) What PC software language driver bindings are available to take information to and from the hand controllers, the Occulus Display, and haptic feedback and PC language software? Is there Java Support, particularly along the lines I have stated in A), and if not, could such Java Software support be brought into being, just as there already is on the Occulus website for C++, and SDK support (with proper Javadoc documentation?)3.2KViews0likes0Comments3dsmax render file viewable through an oculus? how do i set this up?
Hi all, I am a 3dsmax renderer and I am trying to figure out how I can upload a 3dsmax file to be viewable with an oculus. I am a total newbie so I'm wondering how this works/what I need to do in order to make this happen. Can anyone steer me in the right direction? Thank you. Best, Madeleine2.4KViews0likes0Comments