VRC | Required |
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VRC.PC.Asset.1 Logo must be on a transparent background. | |
VRC.PC.Asset.2 Store cover art images must have a clear logo without extraneous text, taglines, or banners. | |
VRC.PC.Asset.3 Store cover art must not include text in the top or bottom 20% of the image. | |
VRC.PC.Asset.4 Hero art must include the branding of the app centered in the image. | |
VRC.PC.Asset.5 Screenshots must be representative of the app and don’t contain any additional logos, text, or iconography. | ✓ |
VRC.PC.Asset.6 App description, screenshots, and videos must not include HMDs, controllers, or logos for other VR platforms. | ✓ |
VRC.PC.Asset.7 Trailer must not be longer than 2 minutes. | ✓ |
VRC.PC.Asset.8 Artwork asset text should not use a font smaller than 24 pt. |
VRC | Required |
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VRC.PC.Audio.1 App must target the audio device selected in the “Audio Output in VR” setting in the app. | ✓ |
VRC.PC.Audio.2 Apps should support 3D audio spatialization, although it is not required. |
VRC | Required |
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VRC.PC.SDK.1 Apps should meet all graphics and performance guidelines running on the recommended spec system specification with the specified alternative graphics card and with Asynchronous Spacewarp disabled. | |
VRC.PC.SDK.2 C/C++ apps must be written for Oculus PC SDK version 1.8 or later or the OpenXR SDK 1.0 or later. | ✓ |
VRC.PC.SDK.3 Unity apps must be built with a supported version. | ✓ |
VRC.PC.SDK.4 Unreal Engine apps must be built with a supported distribution. | ✓ |
VRC.PC.SDK.5 Audiokinetic Wwise must be version 2016.1 or later. | ✓ |
VRC | Required |
---|---|
VRC.PC.Functional.1 App must install and run without crashes, freezes, or extended unresponsive states. | ✓ |
VRC.PC.Functional.2 The app must not launch with a Windows Firewall dialog box or a Unity graphics mode dialog box. | ✓ |
VRC.PC.Functional.3 Single player apps must pause when the user removes the HMD or opens Oculus Dash. | |
VRC.PC.Functional.4 The app must not lose the user’s data. | |
VRC.PC.Functional.5 The app must not leave the user stuck at any point in the experience. | ✓ |
VRC.PC.Functional.6 If the app supports a desktop mode, it must launch and be playable on the standard display without the use of the HMD or Touch controllers. | |
VRC.PC.Functional.7 The app must respond to the HMD’s positional tracking as well as orientation. | ✓ |
VRC.PC.Functional.8 App must not include non-Oculus or Meta Quest headsets or controllers within the title or Store assets. | ✓ |
VRC | Required |
---|---|
VRC.PC.Input.1 The app must not submit frames or accept input when the user removes the HMD or opens Oculus Dash. | |
VRC.PC.Input.2 Single-player apps must pause while Oculus Dash is open. | |
VRC.PC.Input.3 Selecting Reset View in Oculus Dash must reset the user’s position and orientation. | ✓ |
VRC.PC.Input.4 Selecting Exit to Oculus Home from Oculus Dash must exit to Oculus Home. | ✓ |
VRC.PC.Input.5 The app must map all the buttons a user needs to all the controllers that the app supports. | |
VRC.PC.Input.6 The app must not claim Touch as a supported input device unless Touch position and orientation data facilitate player movement or manipulate the environment. | |
VRC.PC.Input.7 In-game menus should be activated with the menu button on the gamepad controller or the menu button on the left Touch controller. | |
VRC.PC.Input.8 When picking up objects within the app, use the Touch controller’s grip button rather than the trigger button. | |
VRC.PC.Input.9 If an app is “focus aware”, it must continue rendering while Dash is up, but hide any user hands or controllers and ignore all input. | ✓ |
VRC.PC.Input.10 In-application hands and controllers should line up with the user’s real-world counterparts in position and orientation as closely as possible. |
VRC | Required |
---|---|
VRC.PC.Performance.1 App must display graphics and respond to head tracking within 4 seconds of launch. | ✓ |
VRC.PC.Performance.3 App should display graphics in the headset at 80 (Rift S) or 90 (Rift) frames per second on Nvidia 970 GPU running Windows 10. | |
VRC.PC.Performance.5 App should display graphics in the headset at 80 (Rift S) or 90 (Rift) frames per second on AMD 290 GPU running Windows 10. | |