chrispruett — Oculus
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chrispruett

Oculus Staff

chrispruett Oculus Staff

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chrispruett
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  • Whew, it looks like we're out of time. Thank you to everybody who came by to ask a question today. I hope that this AMA was useful. I will be at GDC later this month, and if you have the chance please say hi!
  • Oculus Quest is an all-in-one 6dof headset, so I'm not sure it makes sense to consider software sales through platforms that cater to PC users. As one of the first devices in its category, titles for Oculus Quest can only be sold through the Oculus…
  • We don't have a checklist criteria that defines an app as “pass” or “fail.” We're looking at the holistic quality of the title. Everything from the quality of the art and presentation to the length, the story, the game play hook, etc. Long play s…
  • We're looking for great games, whether they are seated, standing, or room-scale.
  • When we launch the concept document submission form we will include a short example document that you can reference. If you are already at the alpha stage of development I expect that you will have a pretty good idea of what you are building, what …
  • We definitely see a lot of value in non-gaming applications, and even though the focus of Quest is games, we also expect to ship a robust library of apps. Personally, I would strongly encourage you to go with a paid application, and build it to the…
  • The concept approval procedure that we've just announced is exactly designed for this purpose. We'll launch the concept document intake form soon, at which point we'd love to hear about your title, your team, and your needs. Even if you do not go …
  • Generally speaking, the APIs and development environment required for Quest are the same as those already used on Oculus Go (our MobileSDK) and Rift (Unreal/Unity integration). You can develop an application and deploy it to a Quest device without …
  • Oculus Studios' goal is to build exceptionally high-quality VR games, and to do that they work with some of the best studios in the industry. Their model is to identify a genre of game that they would like to experiment with in VR and then form a p…
  • Visibility is indeed a hard problem. What you see in the Store is a combination of algorithmic promotion and human curation. If we see something that is good that isn't getting the attention it warrants, we'll try to make it more visible. One of …
  • Hi! Let me see if I can answer your questions. * I haven't used either of those headsets so I can't really make a comparison. * This spring. * Yes. * The controllers are positionally tracked while within the field of view of the headset, which …
  • Hi John! Thanks for asking about cloud saves. The API we have available today is pretty straightforward, but I am sure there are some ways we could improve it. If you have specific feedback I can make sure the team hears about it. If you are spe…
  • This isn't really about a performance difference. User rooms (Sessions) can be used for matchmaking or invites. If you want to be able to join other people who aren't friends, use matchmaking. If you want to create rooms that friends can join or be…
  • I asked a couple of engineers on the team about this. We'd have to dig in a bit for exact details, but you could try accessing the Hand SceneComponent and finding the PoseableMeshComponent from there. From there you can query for the "hands:b_fing…
  • Oculus has a team dedicated to education that is pursuing all sorts of ideas. For now, considering that Oculus Quest hasn't even launched yet, our core focus is on delivering the highest quality VR experience that we can to the home. There are lots …
  • For @Schneider21: Chris, I'm a hobbyist Unity developer hotly anticipating the Quest as my first real VR jeadset. I've done a bit with Daydream, but after experiencing 6dof tracking and Touch controllers, I can't go back. I do my work from my MacBo…
  • I touched on this earlier in the AMA. We will support keys-based distribution on a case-by-case basis.
  • Good question! For Quest, we are primarily focused on video games. What we've seen on the PC side is that the simplest genres to execute (such as wave-based shooters) reach saturation quickly, with only a handful of stellar titles doing well. Tit…
  • Please give us any information that you can share on the success of your title on Rift (or even on other platforms)! We're looking for signal, and while marketing materials are also useful, having real-world success metrics is always good. We will…
  • I actually do not know the answer to this question, but I really appreciate the feedback. I'll make sure our product teams see it.
  • For JacksonGordon's second question: In a more specific and personal question, I'm having issues with a screen overlay effect I had working on the Go. I'm porting the app to the Rift, and the overlay doesn't seem to be working now. No errors, but t…
  • I am a sucker for alien conspiracy theories. Please tell me you have an alien autopsy mini-game. When submitting a concept to us, I think it's worthwhile to consider that your title may have access to a much wider audience than you initially inten…
  • Hi Tipatat! Generally we don't talk about the success of our partners, but I can say that our store has grown since Jason's statement. We're seeing some of the early success stories in VR come back with their second or third title, which tend to be…
  • Hi! I'm not sure I understand your question. The development process for Rift is pretty well defined and we don't anticipate any major changes to it in the near future. Did you mean to ask about Quest?
  • Thank you, I'm glad you enjoyed it. It was a lot of fun to make. Quest is significantly faster than Oculus Go from both a CPU and GPU perspective. Part of this is just the raw performance of the chipset itself, but a lot of it has to do with the …
  • We're looking for titles that will connect with the Quest audience. We are absolutely open to weird, artsy games (which describes some of my favorite titles!) as long as they are polished and high-quality. Our core goal is to ensure that everythin…
  • Generally speaking, Release Channels are going to be used for folks that have passed our concept approval process. We may make applications available for Oculus Keys-based distribution on a case-by-case basis. If you have a use case that requires …
  • The basic idea here is to not use Unity's "split application binary" option at all, but instead put some (or all) of your scenes into an asset bundle, build that every time you build the apk, and upload the two together, passing the bundle as the ob…
  • Hi folks, I guess I'm not understanding your use case.  Most folks doing this follow the pattern described in MobileSDK/Samples/Native/VrTemplate, which just polls the current keys in the Frame() method.  It's also useful to take a look at Samples/…
  • A simpler solution is to just upload your binary to a release channel (via dashboard.oculus.com) and then enter the Oculus IDs of the folks you want to share it to.  More info: https://developer3.oculus.com/documentation/publish/latest/concepts/publ…
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