I can't find the bug reporter anymore. Posting this here and to the
"Contact" form. The "Oculus Spatializer Native" package for the Oculus
Audio SDK (
) contains native librari...
I have a choice, when synthesizing the audio for my app, of doing so at
44100 or 48000 hz.Is one "better" or more natural for the Quest? That
is, does the Quest have some "true" resolution that it is resampling to,
such that in fact if I submit (for ...
I am adding haptics to my Native SDK project for Go/Quest.I find in the
headers a vrapi_SetHapticVibrationSimple where you pass in 0-1. So
that's straightforward.However I also find a
vrapi_SetHapticVibrationBuffer that takes a start time, a number o...
I am developing an app in C using the native Oculus Mobile SDK, version
1.23.0. I can print things out
""MESSAGE1");or:__android_log_print(ANDROID_LOG_WARN, "MESSAGE2");or any
of the standard Android log le...
This is a Go+Quest question. I have a Oculus Mobile C++ app forked from
the VRCubeWorld_NativeActivity example in the Oculus Mobile native SDK.
I hooked in my own code in `ovrRenderer_RenderFrame`, so right after the
framebuffer and the eye matrices ...
Hi RTA-- I agree that 44 and 48 sound about the same. However the
problem is that if you generate audio at 44.1khz (or have 44.1khz
assets), and then the device internally resamples to 48khz before
playing, it will have to perform a resampling algori...
Hi anders.rein. The instructions I list above actually did wind up
giving me the colors I wanted.You can actually inspect my code if you
want because I contributed it to the open source project LOVR.The final
version based on the "CubeWorld" example ...
It creates a problem for our process that the Go mandates v1 and the
Quest mandates v2 signing— we do not care which signing you use, but it
is inconvenient the Oculus devices disagree with each other. Is there a
plan to eventually support v2 signing...
With some more digging I found that the
ovrInputTrackedRemoteCapabilities struct contains a sample duration and
a "max samples" for the ovrHapticBuffer struct. So that answers one
question, but I would still like to know the answer to the others…