Oculus Developer Release Notes: v34

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See below for the latest developer release notes. If you have questions and/or feedback on any of these updates, feel free to comment below or post on the Developer Forum⁠.
The Oculus Integration SDK for Unity provides support to develop Oculus apps in Unity. The SDK v34 comes bundled with the OVRPlugin 1.66, Audio Spatializer 32.0, Platform integration 34.0, Avatar integration 20.0, and LipSync integration 29.0, and Voice SDK 34.0. The latest SDK is available from Unity's Asset Store or from this page.
What's New
  • Production release of Passthrough API lets you build and test apps that seamlessly blend the real and virtual worlds and open up new possibilities for mixed reality experiences. You’ll be able to customize the look and feel of Passthrough within your app, including composite Passthrough layers with other VR layers, styling and rendering Passthrough images to a custom geometry. With the Production release, Apps using Passthrough API can now ship to the store.
  • Added experimental Voice SDK that you can use to bring voice interactions to your app. Note: Experimental APIs are for research and development only and must not ship in production apps.
  • You can now enable GPU hardware bicubic filtering tuned for Quest’s display to leverage additional fidelity when presenting VR imagery. Bicubic filtering requires more GPU resources as the kernel footprint increases. We strongly recommend that you should weigh the increased visual fidelity against the additional GPU resources required to offer the best VR user-experience.
  • With Application SpaceWarp, your app can now see substantial optimizations in both performance and latency at a significant magnitude. It requires detailed understanding about the technical considerations and tradeoffs to implement it appropriately. We highly recommend checking out the Application Spacewarp user guide.
  • The color space of the OS splash screen will be set when automatically generating the Android Manifest file.
What's Fixed
  • Removed deprecated Unity input binding logic that conflicts with Unity 2021.2.x version
  • Clamp to edge artifacts appearing on layers
Improvements
  • Improve OpenXR stability in corner case situations
  • Spectator camera will be rendered at 1/4 fps when the game fps is greater than 80
  • Excluded OVRLint Android properties from non-Android builds
Deprecation
This section details APIs that are deprecated and no longer supported. We strongly discourage you from using the deprecated APIs as we will no longer upgrade or support them. They will continue to remain available for legacy apps and produce compiler warnings.
  • PerfStats is deprecated
Known Issues
This section tracks known issues that exist in the latest version of the Oculus Integration SDK for Unity. Issues are grouped by most closely related subject.
OpenXR
  • Support for hand-tracking is currently restricted to the baseline OpenXR spec. Therefore, additional hand-tracking features such as collision capsules, hand input metadata, and runtime hand meshes are not yet supported. In addition, there is a known compatibility issue with the thumb trapezium bone (Thumb0) in the OpenXR-based OVRPlugin. Due to the known compatibility issues with hand-tracking and haptics, Oculus Store and App Lab will not accept apps built with v31.x SDK and OpenXR backend.Workaround: Hand tracking features are fully functional with the legacy VRAPI backend. If you want to submit apps to Oculus Store or App Lab, you must switch to the legacy backend. In the Unity editor, go to the Oculus > Tools > OpenXR > Switch to Legacy OVRPlugin menu to switch to the VRAPI backend to continue using hand tracking features. Find detailed information in the Switch between OpenXR and Legacy VRAPI documentation.
  • Mixed Reality Capture on Rift is not supported in OpenXR. Workaround: In the Unity editor, go to the Oculus > Tools > OpenXR > Switch to Legacy OVRPlugin menu to switch to the VRAPI backend to continue using Rift MRC. Find detailed information in the Switch between OpenXR and Legacy VRAPI documentation.
  • GetAppPerfStats and ResetAppPerfStats are currently not supported with the OpenXR backend. Workaround: In the Unity editor, go to the Oculus > Tools > OpenXR > Switch to Legacy OVRPlugin menu to switch to the VRAPI backend to continue using Rift MRC. Find detailed information in the Switch between OpenXR and Legacy VRAPI documentation.
Unity
  • Changing modes in Lipsync_Demo on Oculus Quest is currently not supported.
  • If you're using the Spectator Camera feature and you switch the view, the casting video is flipped upside down. Workaround: Set SetMrcFrameImageFlipped to false. For more information, see the Known Issues section in the Spectator Camera user guide.
These release notes describe changes to the Oculus Source Distribution for Unreal Engine available from the Oculus GitHub repository. For more information, see the Unreal Engine Developer Guide. Access to the Oculus GitHub distribution of the Unreal Engine source code requires a GitHub account subscribed to the private EpicGames/UnrealEngine repository. For more information, see UE4 on GitHub⁠.
  • Note: If you are not logged on to GitHub with an account subscribed to the private repository, you will get a 404 error when accessing the link.
What's New
  • OVRPlugin updated to 1.66.0
  • libovrplatform (Platform SDK) updated to 1.63.0
  • Application Spacewarp. With Application SpaceWarp, your app can now see substantial optimizations in both performance and latency at a significant magnitude. It requires detailed understanding about the technical considerations and tradeoffs to implement it appropriately. We highly recommend checking out the Application Spacewarp user guide.
  • Bi-cubic Filtering. You can now enable GPU hardware bi-cubic filtering tuned for Quest’s display to leverage additional fidelity when presenting VR imagery. Bi-cubic filtering requires more GPU resources as the kernel footprint increases. We strongly recommend that you should weigh the increased visual fidelity against the additional GPU resources required to offer the best VR user experience.
  • Shared Spaces Showcase Multiplayer Overview - A new Shared Spaces Unreal sample⁠ is available.
  • OS Splash Screen colorspace is now set to the OculusVR plugin colorspace setting of the app.
What's Fixed
  • Apps that integrate the Mixed Reality Capture framework no longer crash if UE4's built-in audio system is disabled.
  • When using the spectator screen mirror window on PC, taking off the HMD or starting a level without wearing the HMD no longer causes the window to flicker.
  • Symmetric rendering now works correctly.
Improvements
  • Symmetric rendering is now enabled as the default setting in the Oculus_Quest2 device profile.
Known Issues
  • If Application SpaceWarp is enabled, changes to the MSAA level while the app is running crashes the app.
  • Hand tracking in the OVRPlugin OpenXR backend is currently restricted to the hand tracking features defined in the OpenXR specification, and Oculus hand tracking features such as collision capsules, hand input metadata, and runtime hand meshes are not available. In addition, there is an issue with the Thumb0 thumb trapezium in the OVRPlugin OpenXR backend. Oculus hand tracking features are fully functional in the Legacy OVRPlugin backend, which you can enable in Project Settings > Plugins- OculusVR > XR API.
  • Mixed Reality Capture (MRC) on Oculus Rift is not supported in the OpenXR backend. If you need to use MRC, change Project Settings > Plugins- OculusVR > XR API to Legacy OVRPlugin.
Additional Distributions
You can also obtain Unreal Engine as a binary from Unreal or from the GitHub repository for Epic Games, but these version of Unreal Engine contain older versions of the Oculus integration.
For more information on the differences between different Unreal options and how to access them, see the Version Compatibility Matrix in our Developer Guide.
Unreal Source Distribution
The standard Epic source distribution hosted on GitHub is typically about a month behind the Oculus branch in feature support. Access requires a GitHub account subscribed to the private EpicGames/UnrealEngine repository (instructions here⁠).
Note: To access the files on GitHub, you must be logged into a subscribed account, otherwise you will get a 404 error when accessing the following link.
Unreal Engine Binary
For beginning or casual developers, we recommend the Unreal Engine binary available through Epic’s Launcher.
Use the Platform SDK to create social VR applications. Add Matchmaking, DLC, In-App Purchases, Cloud Storage, Voice Chat, Custom Items, Achievements, and more to your experience using the individual components of the SDK. The SDK download includes sample apps that demonstrate how to implement many of the SDK features in fully-functional games and applications.
Documentation
See the Platform documentation for Unity, Unreal Engine, or Native C++ development for a list of features and links to how to get started. The Platform SDK is compatible with all Oculus supported development environments and platforms.
What's New
  • Quick Invites API - The Quick Invites API allows developers to integrate Oculus invites into their app experience, without needing to show an Oculus overlay.
  • User Notifications - User notifications are short, free-form notifications that developers can send to people in VR and on the Oculus mobile app.
  • Voice Destinations - Voice Teleport to Oculus Destinations allows users to navigate to registered Destinations within apps through voice commands. See more in the Destinations Overview page.
  • Destinations Page Changes - Destinations is now located under the Multiplayer Features folder and has become three separate pages. Overview, Technical Implementation, and Testing.
  • Multiplayer FAQs - Getting started questions have been added to the Multiplayer Overview page.
  • SharedSpaces Showcase Multiplayer Overview - A new SharedSpaces sample⁠ is available.

Other Developer Updates

  • Developer Dashboard: Developers can use the developer dashboard release channels⁠ to manage debuggable builds. Developers can upload debuggable builds to any non-public channel in the developer dashboard.
  • A marketing attribution dashboard was recently added to help you track how effective your marketing efforts are. For more information, see Marketing Attribution Analytics.

Be sure to keep an eye out for upcoming blog posts expanding on a number of these updates, while our Twitter⁠ and Facebook⁠ channels offer the latest in VR development news and insights.
Apps
Games
Marketing
OpenXR
Platform SDK
Quest
Release notes
Rift
Unity
Unreal
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