Chris Pruett - Director of Ecosystem - Page 2 — Oculus
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Chris Pruett - Director of Ecosystem

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Questions

  • fabs_epsilonfabs_epsilon Posts: 5
    NerveGear
    edited March 1
    Hi Chris,

    We have worked with the Rift, Go, Vive and now the Focus. Ideally we would like to have fully untethered full body tracking.

    1) How does the Quest compare to the Vive Cosmos and the Vive Focus Plus?
    2) When will the Quest be available?
    3) Will the controllers for the Quest be 6DOF as well?
    4) Do the controllers need to be in view of the HMD in order for them to be tracked, or does the system know the controller(s) location even when it's outside the HMD's field of view (ie when the hands are flat against the sides of the body and the user is looking forward).
    5) Will Oculus have other hardware to track feet and waste (for the Quest), such as the HTC track straps and belt ?

    Thanks!
  • chrispruettchrispruett Posts: 200 Oculus Staff
    Hi! Let me see if I can answer your questions.
    1. I haven't used either of those headsets so I can't really make a comparison.
    2. This spring.
    3. Yes.
    4. The controllers are positionally tracked while within the field of view of the headset, which is pretty wide. As with Rift, we will make an estimation about the position of the controllers when the headset can't see them.
    5. We don't have anything to announce regarding other tracked objects today.

  • JacksonGordonJacksonGordon Posts: 138
    Art3mis
    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?

    Yes I meant Quest, my mistake!
  • jumblijumbli Posts: 233 Oculus Start Member
    Hi Chris,

    Visibility is one of the challenges for small indies with minimal marketing budget. How do you select the titles that you highlight / promote on the store? Are they hand picked, or selected based on previous sales figures / ratings / playtime or something else? Any insights may help steer our developments.

    For example, I released a free experience that didn't take long to play but it was unique, polished and well rated but I expect that wouldn't appear on your radar due to 0 revenue and low playtime. Being free means I can't put it on sale to highlight the title so it's probably not a good route for visibility.
    Developer of Dimensional, The Relentless, Breath Tech, Jigsaw 360
    View my dev blog at JumbliVR.com
  • fabs_epsilonfabs_epsilon Posts: 5
    NerveGear
    Hi Chris,

    We have worked with the Rift, Go, Vive and now the Focus. Ideally we would like to have fully untethered full body tracking.

    1) How does the Quest compare to the HTC Cosmos and the HTC Focus Plus?
    2) When will the Quest be available?
    3) Will the controllers for the Quest be 6DOF as well?
    4) Do the controllers need to be in view of the HMD in order for them to be tracked, or does the system know the controller(s) location even when it's outside the HMD's field of view (ie when the hands are flat against the sides of the body and the user is looking forward).
    5) Will Oculus have other hardware to track feet and waste, such as the HTC track straps and belt?

    Thanks!
  • andrewtekandrewtek Posts: 971
    Art3mis
    Hi Chris. Thanks for doing this AMA. Will developer resources for the Quest be limited to people who have an approved concept document?

    Use case: I work with a small team of developers. We have several ideas but we are not sure what we want to do with them. We want to create a proof of concept to vet some of those ideas on Quest before submitting one for approval.

    1. Will we be able to use an Oculus Quest to try out our ideas before submitting a concept document?
    2. Will we have the same level of access to APIs and documentation as teams with an approved concept document?
  • chrispruettchrispruett Posts: 200 Oculus Staff
    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 any special sauce, and our existing public documentation applies. We've put a lot of effort into ensuring that developing for all our devices is consistent and easy.

    That said, folks that make it past the concept approval stage will have access to a few resources that are not public. This may include early access to prototype software, extra documentation, and a channel into the Oculus content team.
  • jphilippjphilipp Posts: 26
    Brain Burst
    Hi Chris, thanks for doing this! We're the indie devs of VR sandbox universe Anyland.

    What would an indie team who'd love to port their title to Oculus Quest need to do to get a Quest dev kit, and are there any programs where the team could get funding? Thank you!


    - Anyland dev -
  • chrispruettchrispruett Posts: 200 Oculus Staff
    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 the concept approval route, all Quest devices can be used for development once the device launches this spring.
  • jumblijumbli Posts: 233 Oculus Start Member
    Just tried posting a question but it kept simply refreshing. Finally i noticed it flashed up something about approval. Sorry if you got about 10 copies of the same message.
    Developer of Dimensional, The Relentless, Breath Tech, Jigsaw 360
    View my dev blog at JumbliVR.com
  • stevenanostevenano Posts: 1 Oculus Start Member
    Hey Chris,

    A lot of the language for Quest has been around gaming and high quality game content. What % of the Quest ecosystem is Oculus planning on being non-gaming? Additionally are paid applications more favorably viewed for Quest compared to Free applications?

    Thanks,
    Steve
  • ENiKSENiKS Posts: 86 Oculus Start Member
    Hello,

    What kind of materials are we expected to provide for the Quest intake process? Since we're in alpha phase for our game that was intended for quest, but don't have any design docs, focusing on rather 'agile' style of development with rapid trying of new ideas and a lot of playtesting. Would build be enough to talk about quest possibilities?

    Jan
    Owner and leader at http://www.infinite.cz/
  • chrispruettchrispruett Posts: 200 Oculus Staff
    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 it will look like, and what your target audience is. With this information we should be able to get a good handle on the vision for your title. Of course, if you have something playable, or even a game play video, we'd love to see that too. If you're not quite at that stage yet, my recommendation is to wait until you've hammered out the details of your project before you submit a concept document.
  • fletcherkildrenfletcherkildren Posts: 20 Oculus Start Member
    Hi, thanks for doing this AMA!

    It seems the requirements for Quest will be more stringent - I'm wondering if seated games (something like Moss, for example) will be considered acceptable for Quest? 
  • chrispruettchrispruett Posts: 200 Oculus Staff
    We're looking for great games, whether they are seated, standing, or room-scale.
  • BananaHavocBananaHavoc Posts: 13 Oculus Start Member
    Hey Chris,

    Could you expand on which signals the Quest application team focuses on the most? For example, my product has fairly few total users, but a really solid group of users with >50 hours logged. This is mostly by design, because we want to iterate more on the product until it's able to support a larger concurrent audience. My main concern is that, because the Quest seems to be more targeted toward a mass market, that our relatively small user base will work against us.

    Thanks for taking the time to do this AMA!
  • chrispruettchrispruett Posts: 200 Oculus Staff
    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 sessions usually indicates strong engagement, so that's the sort of detail you should absolutely call out in your concept document.
  • hkarrsonhkarrson Posts: 13 Oculus Start Member
    How much support will there be for Mixed Reality on the Quest? How much access will we have to the cameras / sensors? How easily can we get a 3D mesh from the environment? How easily can we create 3D environments from what the cameras see? Whatabout creating our own tracking systems, so we don't have to scan the area before playing or so we can walk around the world anywhere with the Quest on and play games procedurally generated around us? What limits us in MR on the Quest? Etc, etc.
  • SlayeminSlayemin Posts: 37 Oculus Start Member
    Will I be able to sell VR games for the Oculus Quest on other storefronts, such as Steam, Epic Store, GOG, etc?
  • chrispruettchrispruett Posts: 200 Oculus Staff
    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 Quest store. Of course, I expect many developers to take their Oculus Quest titles and port them for Rift and other platforms.
  • fabs_epsilonfabs_epsilon Posts: 5
    NerveGear
    Hi Chris,

    We have worked with the Rift, Go, Vive and now the Focus. Ideally we would like to have fully untethered full body tracking.

    1) How does the Quest compare to the HTC Cosmos and the HTC Focus Plus?
    2) When will the Quest be available?
    3) Will the controllers for the Quest be 6DOF as well?
    4) Do the controllers need to be in view of the HMD in order for them to be tracked, or does the system know the controller(s) location even when it's outside the HMD's field of view (ie when the hands are flat against the sides of the body and the user is looking forward).
    5) Will Oculus have other hardware to track feet and waste, such as the HTC track straps and belt?

    Thanks!
This discussion has been closed.