In the latest preview, for some users who have not used Oculus in a long
time, OvrAvatarRenderComponent spams this exception every frame:Array
Index (28) is out of bounds (size=0)From this
line:mesh.SetBlendShapeWeight((int)i, value * 100.0f);It is d...
There are some great methods for upscaling images based on techniques
like temporal antialiasing and deep learning, and UE4 has a good
implementation that we shipped with in Marvel Powers United VR which
gave us good image quality at pixel densities ...
Just wanted to put in a request for an option to make pinned dash
windows not use the X-Ray effect while the dash is closed, and instead
have them clip against the 3D geometry normally as if they were part of
the game world. That way we could do some...
I have tried two different PCs and my android phone, and nothing is able
to access my Go as a disk drive. It shows up under the "safely
disconnect" menu in my tray, and I can see an ADB device in my device
manager, but nothing shows up in the My Comp...
I am trying to figure out how to get programmatic access to the app
tracking to mid-photon latency number in my application, as from past
discussions with Oculus engineers that is the best number to use for
overall performance that takes things like ...
If you can get away with it just draw a quad in front of the camera and
use framebuffer fetch
(https://docs.unity3d.com/Manual/SL-PlatformDifferences.html) to read
the existing color and modify it. This will be many times faster than a
You should make sure your code checks the status flags for the
controller tracking to handle loss gracefully. Also if your code selects
a pixel density multiplier automatically based on system specs, you
should do the math on the relative total pixel...
You should probably use the performance hud for validation instead, as
it doesn't add any extra instrumentation and just looks at the
compositor statistics. The frame loss capture tool is more for
diagnosing frame losses you already know about.The hu...