Using Native Libraries (gstreamer) on Oculus Quest II
My goal is to stream video over udp on a LAN and view it with my Oculus quest. I'm using gstreamer to set up the stream on my network, I'd like to use the same software to view the stream on my Quest. I've tried a couple of different ways to do this. The first is the GStreamerUnity plugin for Unity. This runs fine on desktop, and I can even deploy it to Oculus quest via provided .so files. However, the application silently dies (according to logcat) at plugin loading. I gave Unreal Engine a shot with the UE4-Gstreamer plugin for Unreal 4.26 but I ran into the same problem - runs fine on desktop, silently dies on quest even with static ARM64 android .a files included via the plugin build.cs. So, first question: Are these libraries NOT dying silently, is there some messaging you all might be aware of that I'm missing for debugging purposes? Secondly, my intuition tells me this is probably an NDK mismatch problem or something? As in, the libraries I'm using are compiled with one version of the NDK (or whatever) and are throwing errors, even though the application itself was built with the correct versions of everything. Does that sound reasonable? Finally, has anyone gotten low latency video streaming to work on Oculus Quest in their Unity or Unreal application via GStreamer, FFMPEG, or some other means? Would you mind sharing the magic?3.1KViews1like3CommentsStreaming platforms not suported by the meta quest 3 browser
I bought the Meta Quest 3 expecting to be able to watch, through the streaming platforms im subscribed to, different live sport leagues such as the NFL, NBA, champions league, etc. I’m from Mexico and I usually watch this sporting events through HBO MAX or Star+ but this platforms aren’t supported by the Quest’s browser, so I don’t know if there’s going to be an update for this or something.1.3KViews0likes0Commentsstream screen from oculus quest to other windows app
Hello, I want to stream the oculus screen (as I do with the oculus app) but receive it on my own receiving app. Now I stream the screen through a TCP connection, capturing the screen, but that is quite expensive at performance level and I lose a lot of fps. I would like to know if there is a way to use the video that oculus shares natively and receive it in my own app or how to transmit the screen without so much loss of performance (My oculus app is developed with unity).653Views0likes0CommentsIs there a specification of video streaming and DRM support?
We are experiencing some issues playing back DRM video content in Oculus TV and I'm trying to find a spec of the streaming technologies and DRM types/versions supported by the Oculus Quest. Does anyone know where this could be found?763Views0likes0Comments