UPDATE: Please use Platform SDK 1.24 at this time as version 1.25 has been reverted.
Get Ready for Oculus Go
Oculus Go is coming! We want to ensure you're ready. From development best practices, to performance tricks and submission guidelines, be sure to visit the Developer Center and Developer blog for everything you need to know. Highlights include:
Everything you need to know about creating and publishing apps for Oculus Go in our getting ready guide
Updates to the Developer Dashboard added Oculus Go as a supported mobile device, and pre-loaded test results now show app compatibility for existing apps
New native features power better app performance automatically, learn more about the technology behind the automatic optimizations now at your disposal
We look forward to seeing your apps on Oculus Go when it launches soon! Learn More.
The Unreal Engine 4 Integration updates this month were rather robust to support Oculus Go and include:
Fixed Foveated Rendering (FFR) on Oculus Go – FFR enables the edges of the eye buffers to be rendered at a lower resolution than the center portion of the eye buffers. FFR is available only on Oculus Go. Unreal provides support for FFR which can easily be accessed through a set of Blueprints.
The effect of using FFR is nearly imperceptible, but it provides important benefits, including:
Significantly improves GPU fill performance
Reduces power consumption, and thereby reduces heat and increases battery life
Enables apps to increase the resolution of eye textures, which improves the viewing experience, while maintaining performance and power consumption levels
The following Blueprints provide easy access to the FFR functionality for Unreal applications that run on Oculus Go:
Oculus Go will offer 72 Hz refresh rate as an optional feature (learn more). If you choose to enable, you can switch the frame rate between 60 Hz and 72 Hz. All mobile devices must deal with heat and battery issues. Mobile chipsets are very efficient, but they still generate a significant amount of heat and draw a lot of battery power during computationally intense tasks. On a phone or tablet, it is normal for an overtaxed mobile CPU to simply slow down in order to avoid overheating. On a VR device, that approach generally leads to a loss of application frame rate, which reduces the quality of the experience and can immediately make users uncomfortable. One solution is to dynamically downgrade the display frequency from 72 Hz to 60 Hz during heavy rendering. Three Blueprints are provided to make it easy to manage the display frequency for Unreal applications that run on Oculus Go:
Get Available Display Frequencies – Retrieves an array of floats that represent the available display frequencies
Get Current Display Frequency – Retrieves a float that represents the current display frequency
Set Display Frequency – Accepts a float and sets the current display frequency to that value
The Oculus UE4 integration provides a native interface to the Gear VR touchpad. Prior to this release of the Oculus UE4 integration, the touchpad was linked to the Android integration which did not work properly in all situations. The following Blueprints facilitate adding the native Gear VR touchpad integration into your Unreal applications:
Three notable updates come with the 1.14 Mobile SDK version:
Support for the Samsung Galaxy S9 and S9+ smartphones.
Gamepads are now exposed and enumerated through the input API.
Opt in ability to combine the controller re-center and headset reorient action. This new behavior provides the most benefit for experiences that are focused in front of the user (for instance, UI-centric applications). Full 360 degree experiences may wish to retain the old behavior if the developer feels it is more intuitive to leave the re-center of the controller independent of the headset reorient.
Oculus Start gives qualifying developers access to hardware, direct support on your VR project and savings from our partners! There's no cost to you - only tons of benefits. Apply today.
- The Oculus Team
Mobile
Oculus Start
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