UMETA | =(DisplayName = "No Devices") |
UMETA | =(DisplayName = "HMD") |
UMETA | =(DisplayName = "Left Hand") |
UMETA | =(DisplayName = "Right Hand") |
UMETA | =(DisplayName = "All Hands") |
UMETA | =(DisplayName = "DeviceObject Zero") |
UMETA | =(DisplayName = "All Devices") |
FixedFoveatedRendering | = 0 |
EyeTrackedFoveatedRendering | = 1 |
Off | = 0 |
Low | = 1 |
Medium | = 2 |
High | = 3 |
HighTop | = 4 |
UMETA | =(DisplayName = "Outer Boundary") |
UMETA | =(DisplayName = "Play Area") |
Unknown | The default value from GetHmdColorSpace until SetClientColorDesc is called. Only valid on PC, and will be remapped to Quest on Mobile. |
Unmanaged | No color correction, not recommended for production use. See documentation for more info. |
Rec_ | Color space for standardized color across all Oculus HMDs with D65 white point. |
Rec_ | Rec. 709 is used on Oculus Go and shares the same primary color coordinates as sRGB. |
Rift_ | Oculus Rift CV1 uses a unique color space, see documentation for more info. |
Rift_ | Oculus Rift S uses a unique color space, see documentation for more info. |
Quest | Oculus Quest's native color space is slightly different than Rift CV1. |
P3 | DCI-P3 color space. See documentation for more details. |
Adobe_ | Similar to sRGB but with deeper greens using D65 white point. |
ControllersOnly | No description available |
ControllersAndHands | No description available |
HandsOnly | No description available |
LOW | No description available |
HIGH | No description available |
MAX | No description available |
Default | No description available |
V1 | No description available |
V2 | No description available |
PowerSavings | = 0 UMETA(DisplayName = "PowerSavings", ToolTip = "Usually used in non-XR section (head-locked / static screen), during which power savings are to be prioritized") |
SustainedLow | = 1 UMETA(DisplayName = "SustainedLow", ToolTip = "App enters a low and stable complexity section, during which reducing power is more important than occasional late rendering frames") |
SustainedHigh | = 2 UMETA(DisplayName = "SustainedHigh", ToolTip = "Let XR Runtime to perform consistent XR compositing and frame rendering within a thermally sustainable range") |
Boost | = 3 UMETA(DisplayName = "Boost(*)", ToolTip = "Allow XR Runtime to step up beyond the thermally sustainable range for short period. (Currently equivalent to SustainedHigh and not recommended to be used on Quest)") |
OculusMobile_ | = 0 |
OculusQuest_ | No description available |
OculusQuest2 | No description available |
MetaQuestPro | No description available |
MetaQuest3 | No description available |
MetaQuest3S | No description available |
Rift | = 100 |
Rift_ | No description available |
Quest_ | No description available |
Quest2_ | No description available |
MetaQuestProLink | No description available |
MetaQuest3Link | No description available |
MetaQuest3SLink | No description available |
OculusUnknown | = 200 |
None | = 0 |
MetaQuestTouch | = 1 |
MetaQuestTouchPro | = 2 |
MetaQuestTouchPlus | = 3 |
Unknown | = 0x7f |
OVRPluginOpenXR | = 0 UMETA(DisplayName = "Meta XR with OVRPlugin", ToolTip = "Legacy Meta XR plugin integration using an OpenXR-backed OVRPlugin.") |
NativeOpenXR | = 1 UMETA(DisplayName = "Epic Native OpenXR (Recommended)", ToolTip = "Native OpenXR integration through the Epic OpenXR plugin with additional Meta XR features provided by this plugin. The OpenXR plugin must be enabled.") |
Default | = 0 UMETA(ToolTip = "Default pose alignment used in all versions of the Meta XR plugin. Recommended pose for compatibility with previous assets designed for the Meta XR plugin.") |
Grip | = 1 UMETA(ToolTip = "Grip pose alignment as defined by OpenXR. Use this for cross-plugin compatibility with assets designed for the native OpenXR grip pose.") |
Aim | = 2 UMETA(ToolTip = "Aim pose alignment as defined by OpenXR. Use this for cross-plugin compatibility with assets designed for the native OpenXR aim pose.") |
Disabled | Environment depth occlusions disabled. |
HardOcclusions_ | Hard occlusions, this is deprecated. Use soft occlusions instead. |
SoftOcclusions | Soft occlusions, shows soft edges between the real and virtual world. |
UMETA | No Sharpening. |
UMETA | Normal Sharpening. |
UMETA | Quality Sharpening. |
UMETA | Auto Filtering: Runtime automatically chooses the appropriate sharpening filter. |
SLST_ | No description available |
FavorEqually | = 0 UMETA(DisplayName = "Favor Equally") |
FavorCPU | = 1 UMETA(DisplayName = "Favor CPU") |
FavorGPU | = 2 UMETA(DisplayName = "Favor GPU") |
Unset | = 0 UMETA(Hidden) |
Low | = 1 |
High | = 2 |
UpperBody | = 0 |
FullBody | = 1 |
Visual | = 0 UMETA(DisplayName = "Visual") |
Audio | = 1 UMETA(DisplayName = "Audio") |
MAX | = 2 UMETA(Hidden) |
Black | = 0 UMETA(DisplayName = "Black") |
Contextual | = 1 UMETA(DisplayName = "Passthrough (Contextual)") |
Disabled | DONOT restore head and controller poses. |
PositionOnly | Only restore head and controller position. |
PositionAndRotation | Restore head and controller position and rotation. |