November Monthly Tech Release Notes

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The latest tech updates from our software, integrations, and tools teams have just been released! Major updates include our newest PC SDK with the release of version 1.20, and new platform, audio, integrations, and docs updates.
The PC SDK 1.20 release provides three notable updates:
  • Depth Buffer Support – The new depth buffer layer specifies a monoscopic or stereoscopic view, with depth textures (in addition to color textures). This layer is similar to ovrLayerEyeFov, but with the addition of depth textures and a projection description. Depth buffers will allow Dash overlays to be drawn without depth conflict with scene objects, and may also be used to support positional time warp. For more information, see the ovrLayerEyeFovDepth struct.
  • Cylindrical Layer Support – It is now possible to use Cylinder layers to create curved quads, instead of flat quads. Place the center of the cylinder at the camera origin to present a quad equidistant from the viewer for more readable text, e.g., for UIs. For more information, see the ovrLayerCylinder struct. (fyi: A graphic is attached that shows the cylinder parameters.)
  • Rectilinear Capture Support – Enable this feature to mirror a monoscopic, undistorted realtime capture of what the user is seeing in VR. You might use this feature to mirror the VR experience to an external monitor. Seeovr_CreateMirrorTextureWithOptionsDX (for DirectX), ovr_CreateMirrorTextureWithOptionsGL(for OpenGL), andovr_CreateMirrorTextureWithOptionsVk (for Vulkan).
Tools
Oculus Remote Monitor 1.9.0 (Windows and macOS):
New Features include several UI enhancements to improve ease-of-use, such as the new Remote Variables console that allows you to easily adjust remote variables while streaming.
Unity Integrations
Bug fix: Fixed regression of MRC sandwich composition in Unity 5.6.1p2 in which the foreground output was missing.
Unreal Integrations
New Features (platform oss, minor): Online Subsystems: Added support for specifying two App IDs in DefaultEngine.ini (e.g., one for Rift, one for Oculus Go or Gear VR). The correct ID will be used based on whether the build target is specified for PC or Android. See Oculus Platform Features and Online Subsystems for more information.
API Changes (platform OSS, minor): FOnlineSessionOculus::DestroySession now calls CompletionDelegate when the UE4 Session is destroyed. This happens when the user leaves the oculus room by calling DestroySession.
Platform SDK
App-to-App Deeplinking is a new Platform SDK feature that allows you to launch users directly into an app event or gameplay mode from another app. See App Deeplinking for more information.
Avatars - Added support for the Gear VR Controller in Unity and native apps. Add the Gear VR Controller to your scene using the steps described in the Unity (Gear VR) Getting Started and the native Adding C++ Avatar Support pages.
New Docs
VR Performance Optimization Guide - This comprehensive guide provides guidance for optimizing VR applications and includes an extended hands-on tutorial. It describes when to use Oculus Debug Tool, Oculus Performance HUD, Lost Frame Capture tool, ovrlog (and by extension Event Tracing for Windows, ETW), Windows Performance Analyzer (WPA), and GPUView, and illustrates how to use these tools together to track down performance issues in VR applications.
OC4 Sessions
In case you missed any of this year's Oculus Connect sessions, you can find recordings of all of this year's sessions on the Oculus YouTube channel⁠.
Stay up-to-date with all our tech updates and more from the Oculus Team via our developer channels on Facebook⁠ and Twitter⁠.
Avatars
Optimization
Platform SDK
Rift
Unity
Unreal
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