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The app does not meet the standards to be included in the Oculus Store

dev-testdev-test Posts: 2
NerveGear
edited November 2018 in Store Submissions
Greetings,

After several try to get our application published on the oculus store, each one of them failed, ended up with a keys only version.
Since I didn't know the exact reason of this disapproval, I sent an e-mail to [email protected] Sadly, their answer didn't bring more details.
I still don't know what are the "standards" my app does not reach.
Any idea how could I get more detailed informations?

My goal here is to improve and change the necessary in my app to meet those Oculus store standards.
I attached a screen shot of the corresponding e-mail.

Regards,


Comments

  • dev-testdev-test Posts: 2
    NerveGear
    bump
  • TadinTadin Posts: 280
    Nexus 6
    You might want to try the Dev forum, this is a community forum and there are no Oculus support guys on here, at least in an official capacity.
  • kojackkojack Posts: 4,770 Volunteer Moderator
    I moved it to the dev board.
  • PAaltoPAalto Posts: 56 Oculus Start Member
    I don't know what your app does, not what the actual internal Oculus Store guidelines are, but I remember there is this sentence in the store guidelines. Does this have any relation to your app?

    "We generally do not accept applications that only present a small number of 2D videos, nor apps that are a wrapper for a single 360 video."
  • nat42nat42 Posts: 14
    NerveGear
    Is this the app that Intel tweeted about, suggesting it could display 8K streaming 360 video in the Go? Carmack suggested 5K was as high as the Go could go, perhaps there were legitimate issues found in testing? Maybe not too much heating or not making frame rate?
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