Why is VR so hated by people who don't own one or never played on VR?
A few years back we could agree about the high price of these devices, but today they had never been so acessible. I own a Quest 2, 3 and PSVR2 and love all of them. But in the gaming communities people gets angry when a new VR game is announced, why? It seems there's some narrative that VR = bad. Most games on VR are in some level of immersive that none flatscreen game will ever be, even more when we talk about horror games. Why is so difficult to change the public opinion about playing on VR?3.1KViews0likes8CommentsCannot run OpenXR in the Meta Quest Desktop App
Hello there, In the Oculus desktop application, i cannot set the oculus to run OpenXR and when clicking the button shown in the snapshot I've included nothing happens. You will find that the runtime says "none". I am trying to use my Oculus Quest 2 with Twinmotion but Twinmotion doesn't recognize that I have any VR headset connected, which I believe may be due to this OpenXR issue. I've already attempted to run the application as administrator and I tried to refresh the Oculus VR Runtime Service from services on my computer by stopping and restarting the task. My graphics card is up to date, and my device meets the requirements mentioned on the website (although the desktop application insists that it doesn't, somehow). Please advise as to how to proceed with this frustrating issue.2.1KViews0likes2CommentsChange the language of application according to the default language of quest device.
I'm developing an application in VR where I want to display content in 2 languages in English and in Arabic. What would be the standard of developing such application. 1) I can put up a toggle button on each panel where I'm showing some description to convert text to English or Arabic. 2) I can get the default language of device if its Arabic then I can only show the text in Arabic and vice versa. How to know the default Language of device if I have to opt second option?421Views1like0CommentsOVRPlugin CreateSpatialAnchor failed
Hello 🙂 I downloaded the official Oculus repository for testing. (https://github.com/oculus-samples/Unity-SharedSpatialAnchors). In build it works correctly, but I would like to be able to test it from the Unity editor, so I don't have to create builds all the time someone could tell me how i can do it? - Unity: 2021.3.6f LTS - Oculus XR Plugin: 3.0.2 ERROR Line in editor: Unity oculus OVRPlugin.CreateSpatialAnchor failed. Thank you very much for your time.1.3KViews0likes2CommentsSpectator Camera for Casting
Hey All, I've been trying to get the Oculus Spectator mode (https://developer.oculus.com/documentation/unity/unity-spectator-camera/) working, but I can't even get the example scene to work. The switch between first-person view and spectator view does nothing for the 'cast view'. I've tried with multiple unity versions, oculus SDK versions, cast devices, and HMD's (Quest 1 and 2). Development build is off and experimental features are on, am I forgetting something? Has anyone ever made this work? And if so; how? Thanks in advance!5.2KViews1like11CommentsPawn position and orientation in VR in Unreal Engine
Has anyone had a problem running the VR preview in Unreal Engine with player position? Namely, when I start the game and put on the headset (Oculus Quest 2), it happens that my virtual space rotates or moves by certain values. It is extremely important to me that when starting the game in the program, the player is always in the same place and in the same orientation, because I overlap the table from reality with the virtual one, so that they really coincide without having to move the virtual one every time. I need the VR pawn view to match the position, height and orientation of the camera that exists in the scene at every startup. If anyone knows what the problem is or has an inkling, I would be very grateful for an answer.3.3KViews0likes2CommentsUsing the Quest 3 passthrough for Augmented Reality on architectural project
Hi, we’re on the verge of buying a Quest 3 for a specific solution to a VR/AR need. We’ve designed and completed a physical two-storey hotel suite, but the spiral staircase connecting the two floors has been delayed. We have a fully modelled and textured 3d model of the staircase and was hoping to use the passthrough element of the Quest 3 to drop the staircase in position in the existing hotel room and allow potential customers the opportunity to see it while wearing the new Quest. Problem is there’s little to no support on where to even begin with this so can anyone advise on where to begin? Is it possible? Many thanks3.2KViews1like6Comments