Render to only one eye
Hello, I'm after a bit of information about who I should try contacting regarding making VR less GPU wasteful for my particular situation. I'm blind in my right eye so I was hoping that there could be a driver level option maybe that would allow users to say "hey, as much as I'd love 2 working eyes, it would be real nice if I can just render a black image to the right eye and benefit from better FPS in the left". I get that stereoscopic is better, given the choice, but for me it's not a choice I have so I may as well benefit from improved frame rates or better image quality. I was born blind in one eye so I've had plenty of time getting used to lack of depth perception, however, I can still take visual cues from surrounding environment on a virtual race track to know when to out brake you :wink: Back on track though (pun intended), would it be a driver level (pun unintended) development, or maybe SteamVR? Something where we do not have to rely on every game studio to provide it as an option, instead we can just set it and forget it at lower level. I have a degree in games programming, so I'd be happy to get my fingers dirty if I was pointed in the right direction, if Oculus isn't prepared to implement something like this. Thanks in advance, Kevin1.7KViews0likes3CommentsDesignated Photogrammetry App?
When you open up a mixed reality app on the Quest 3, it has you take a scan of your space so the game knows where to place things in the 'real world'. When I saw this happening for the first time I was mesmerized. The room I was in was very quickly translated to untextured polygons and only got more accurate the more I looked around things, for example, my fan went from a large cylinder, to an extremely accurate render of my fan as I went above and around it. I would love to see if the Quest 3 could even house a photogrammetry app, seeing as the depth sensors could make seriously accurate models in real time. If It did exist, I personally wouldn't change a thing about the model rendering portion of it, but to add a texture mapping second part would also be so cool. This is just an idea as I have no idea how to code, but I'm not above starting if someone could point me in the right direction because well, I have no idea where I'd start with making software for the Quest 3.1.3KViews1like1CommentSingle Pass Rendering not working with Quest 2 v56
Hi, After upgrading to v56, my app no longer worked. We found the issue was due to single pass rendering. We switched back to multi-pass and the app works again. However, we give up performance. Any suggestions on how I can get single pass working with v56? Thanks!2.7KViews0likes8CommentsHow to overcome the "sweetspot" effect
Hi all! My team is making a visual training app in VR, currently on the Quest 2. Our existential issue has for a while been visual clarity, especially towards the edges of the display. A core requirement for the project, being that it is indeed visual training, is saccade movements, or in other words, having the head face straight and the eyes look at a target off to the side. This is of course where the visual clarity becomes debilitating for us. I have come to learn that a lot (or all) of this is a natural consequence of how the lenses affect (refract?) the image. The question now becomes, how can we overcome this, or at least mitigate the problem as much as possible? Perhaps the Quest 2 is not the right hardware choice for us, as I've read that it does have a pretty small sweetspot in the center of the screen only. I'm open to any and all ideas! I would hate for this issue to result in us not being able to move forward with the project. Thanks so much 🙂 - Lorenzo977Views0likes0CommentsMip Map Bias workaround for Android (Unity)
Hello, According to this Oculus blogg guide, setting the texture.MipMapBias to -0.7 is a recommended setting to keep the texture relatively sharp. Google this: ( I can't post links ) common-rendering-mistakes-how-to-find them-and-how-to-fix-them But as far as I can make out of the unity documentation, Android builds for such as Oculus GO and Quest, does not support this feature. I am looking for a work around for Android in Unity. Does anyone have any ideas?3.9KViews0likes1CommentSevere Aliasing in Oculus Browser
As a VR photographer I am excited that Oculus Browser supports WebGL, so that we can now show tours in immersive VR on Go and Gear VR. But I am sorry to have to report a serious problem. Every 360 photo that I view via Oculus Browser on GVR or Go has bad "shimmer" -- motion aliasing. Viewed on an app -- 360 Photos, Gala360, etc. -- the same photos are entirely free of shimmer. Many others have obsered the same thing. Naturally the WebVR client I am most conerned about is krpano, which powers much of the world's 360 photo viewing. But this is definelty not a krpano problem, I have seen it with two other clients as well. The apps demonstrate that it is technically possible to render clean antialiased images on Galaxy phones and the Oculus Go. Now that the Go is bringing the VR web to a huge new audience, It is vital that Oculus brings rendering in the WebGL mode of Browser up to the same excellent standard.565Views0likes0Comments