Is it possible to deactivate Oculus sleep mode when removing HMD in Unreal builds?
Hello everyone! My team and me are working on a VR game. My game goes like: -The experience START when HMD detecting a player wearing it. -The experience STOP when HMD detecting nobody wearing it -then ***screensaver Mirrored on screen*** with the VR still activated (Working in Unreal Preview). We are using the proximity sensor of the Oculus to know when changing the level. (So it is impossible to just Tape the sensor to solve the issue). THE PROBLEM: The Oculus Rift in standalone builds, for performance issues or something, will not render camera when not weared, and then will not mirror any images on screen, making the screensaver full black. Is there any option, or modifiable SDK code to prevent Oculus to stop render? Thank you!5.9KViews0likes13CommentsOculus Quest Unity Increase render Scale
I can't seem to increase the rendering scale of my quest application. I'm using unity 2019.3.1f1 with URP 7.1.8 - FFR at 3 and MSAA at 4x. OVR integrations 13.0. Using renderDoc no matter what I do, the "RTDevcesEyeTextureArray" is constantly at 1216x1344. I've tried setting the render scale in the RP-asset. I've tried setting the OVRManager to use adaptive resolution and then just setting the min and max render scales to 1.2. On the camera I've ticket Allow Dynamic Resolution. I've also tried to do; UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 1.2f; in a start script without luck. If I log the eyeTextureResolutionScale value before changing it starts at 0.5, and the frame after setting it to 1.2 it is set to 1.0. Where is this setting being controlled?! Also, how can I increase the resolution to match the actual screen resolution? The screens are 1600x1440 per eye while the rendering is done at 1216x1344 per eye- the aspect ratio is different so it's hard to just increase the scale factor...1.3KViews0likes0CommentsUnity Water Shader for Oculus Quest Single Pass rendering?
Has anyone had any luck with any existing water shaders working in Single-pass forward rendered VR? None of the asset store packs we have bought or water shaders from our other projects work on the Oculus Quest/Go/GearVR :( Some come close to working but often one of the reflections in the left or right eye is mirrored or offset so it looks disgusting - see the example below We are running out of options for environments that use water :(3.2KViews0likes2Comments[Gear VR] Instanced Static Mesh component question
So I am still battling UE 4.13 and ISM. Regardless what Epic staff states, I don't believe ISM is supported in Gear VR. I used ISM actor with 8 instances of one of the Infinity Blade columns and I also simply duplicated those columns and merged meshes using Merge Actor tool. I put those 2 actors side by side (in a way that when one actor is fully in the view, close up, the other one is outside the FOV so it could be culled) and tested performance in-game on the device. When ISM actor is in the view, fps drops to 20 (that's besides the fact that ISM actor renders black on the device). When merged actor is in the view - no fps drop at all (and it gets rendered perfectly fine). @vrdaveb any idea if ISM is supported at all when doing VR rendering with ES2 path ? While ISM is more convenient than merged actors, I don't want to waste more time trying getting it to work on Gear VR. Thanks2.4KViews0likes11Comments