05-03-2019 11:59 AM
Hey, I’m Matt Conte, and I
run our Developer Relations Engineering team at Oculus HQ in California. My
team works closely with VR developers on a variety of aspects from performance
analysis to VR design guidance. I came from the games industry, where I started
writing GameBoy Color games in Z80 assembly. Most recently, I worked as an
architect and principal engineer on Activision's cross-platform engine technology,
helping ship games on iOS all the way up through PS4.
I like classic video games,
I’ve written several console emulators, and I own Centipede and Q*bert arcade
machines. @!#?@!
Ask me anything!
Twitter: @mattconte
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05-03-2019 01:15 PM
That's so great and exciting to hear! That all sounds good and I love that point. Thanks so much for sharing that article! I cannot wait to dig into the Quest and code!
mconte said:
Howdy, Mr. Alan O'Toole! The Quest is quite a powerful machine, and we find that it can handle a lot more complex compute than we had been anticipating being able to squeeze out of it! We always try and optimize loading times whenever possible, since you want your users to get into the exciting content as quickly as possible. We just posted a new blog with some great Oculus Quest dev best-practices and we'll be sharing more resources on the developer site when the hardware launches.
https://developer.oculus.com/blog/down-the-rabbit-hole-w-oculus-quest-developer-best-practices-the-s...
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