Bloom, blur, HDR things aren't recommended to use when building for #OculusQuest
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#OculusQuest controllers are also called Oculus Touch controllers. Similar cap sensor set up so fingers animate when your actual fingers move. Tracking rings are flipped because the sensors are above you instead of in front of you now.1 reply 0 retweets 12 likesShow this thread -
#OculusQuest is running Android! Highly modified, but if you are comfortable building for Android already or you have Unreal/Unity builds for Android there shouldn't be a lot of changes.pic.twitter.com/8UPfGo8IAt
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Fixed Foveated Rendering, like we saw on Go, is being used in
#OculusQuest Lots of energy spent making sure the stuff in the middle of your vision is sharp, less rendering power spent on making the edges less sharp. Saves GPU, barely noticed by mostpic.twitter.com/KFeUwi3DY1
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Also using Asymmetric Warping in
#OculusQuest Wasting fewer pixels on places you can't see on the displaypic.twitter.com/JAPArtZDta
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This is great!
#OculusQuest Guardian system doesn't make you walk around in the room to trace the barrier. You will be able to see the room and point your controller like a laser pointer to draw. And the headset remembers your Guardian set up as you go from room to room.pic.twitter.com/BI7sgSLCjl
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Optimizing a Rift game for
#OculusQuest means a lot of sacrificing, optimizing for the lesser chipset. But far from impossible, lots of success so far.pic.twitter.com/atfdbrjYIk
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App set up for
#OculusQuest is fairly standard Android stuff. App core is in the APK, heavy assets in as many data files as you wantpic.twitter.com/zWa4kWMME9
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Oculus is asking developers to reach out as early in the development prices as possible if you're submitting a game to
#OculusQuest because it intends to be very critical of games it shows into the Quest Store and wants to help you succeed. This is a Quest-specific policy.pic.twitter.com/ODGrnl7ADr
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Weird and wonderful games are welcome, but tech demos and unpolished games won't be allowed on
#OculusQuest Also, I would play this. Someone get on it.pic.twitter.com/bajR5MjYmN
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Rift S resolution is higher, but min spec is the same because the headset is intentionally limited to 80FPS 10fps drop from from CV1 is... Interesting.pic.twitter.com/lS0sOdTZY2
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Long term, Oculus sees Quest and Rift eventually existing at opposite ends of the VR spectrum. And that's it for today! Let me know what questions you have and I'll try to get them answered later today when I do hands on with the hardware.
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Huge thanks to
@c_pruett for being so open and accessible. His explanations are always super helpful and I deeply appreciate his doodles.1 reply 0 retweets 16 likesShow this thread
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