When using the Oculus Audio Loundess Meter for Gear VR, what level
should I set my Windows playback device to? According to the
documentation, I should set the Gear VR volume to 100% and the Windows
mixer line-in level to 100%. Check and check. The p...
When using the Oculus Audio Loundess Meter for Gear VR, what level
should I set my Windows playback device to? According to the
documentation, I should set the Gear VR volume to 100% and the Windows
mixer line-in level to 100%. Check and check. The p...
When using the Oculus Audio Loundess Meter for Gear VR, what level
should I set my Windows playback device to? According to the
documentation, I should set the Gear VR volume to 100% and the Windows
mixer line-in level to 100%. Check and check. The p...
Unity 2017.1.1f1Oculus Plugin 1.18.1Oculus Utilities 1.18.1In a previous
version of Oculus, I was able to set OVRPlugin.eyeDepth and
OVRPlugin.eyeHeight to zero to essentially turn off all parallax caused
by head movement. I know that, naturally, hum...
Using Unity 5.4.1p1 and Oculus Utilities 1.8.0. A few months ago our app
ran at closer to 30fps, and ATW would kick in and keep the headtracking
smooth. After lots of optimizations, our app now runs at 50-60fps
consistently. Not ideal, but ATW should...
Thanks @imperativity. For now, we are simply moving the "Head" transform
back to its local origin each time OnPreCull is called. This has the
same effect as what we were looking for.
To clarify what I mean by "head parallax," if you set
OVRManager.usePositionTracking to false, this would essentially achieve
the same effect. The problem, however, is that this also disables
positional tracking for the GearVR controller, which I nee...
Tried creating an empty scene where you simply spawn cubes, and the same
effect occurred. I even made it go below 30fps and ATW never kicked
properly kicked in ATW is enabled according to adb, and I've definitely
seen it work, for example during the ...