Is there any news on a planned release date? As mentioned here and elsewhere it was thought to be coming soon.
Thanks!
Is there any news on a planned release date? As mentioned here and elsewhere it was thought to be coming soon.
Thanks!
I also would like to know, did you have any update?
I’m also hoping for more official information from Unity!
The latest Unity 2020 alpha or Oculus Integration for android (through package manager) seemed to mention Vulkan somewhere, I can’t find it now but it sounded like they were doing a check before build time to make sure it definitely errors out if Vulkan is added… soo definitely not ready!
On Unite 2019’s Unity Roadmap PDF page 61 it says that Quest Vulkan support is planned for 2019.3! Unity-Roadmap-Q4-2019-UniteCopenhagen.pdf - Google Drive
Hey folks, honestly I’m a newbie when it comes to VR-development.
But from time to time I check out the latest capabilities in Unity.
So do i assume rightly that creating VR in Unity for Oculus Quest should become much more efficient with…
a) Vulkan API Support for VR (2019.3 or 2019.4?)
b) Oculus Link - Instant project preview without the whole workaround creating *.apk and so on?
Thank you guys.
Yes. Vulkan should improve runtime performance (but we shall have to see and of course it will be extremely project-specific - you should be able to do some things to your project to take advantage of it in the worst case either way).
Building an APK is really a small impediment. You need to implement good editor tooling to “simulate” the VR experience in the editor in order to quickly iterate anyway (such as being able to “look around” with mouse or keyboard by transforming the camera like the headset would, etc.) Since you need this tooling for the best possible iteration in the first place, a half-step like Instant Preview isn’t as important as it might seem for many of us. (You still have to go to the effort of putting on and taking off the headset - when you’re quickly iterating on something, even that is too much time to waste.) But of course it’s a welcome benefit that will make some scenarios more streamlined!
Watch this space
The surprising thing to me on that slide is “Fixed foveated rendering not yet supported” - I am using it right now in 2019.2 with LWRP. Is this only referring to the new, actually-renamed “Universal” render pipeline in 2019.3?
See here, this thread goes into detail of all the issues we found. It does work on URP just you need to edit ForwardRenderer.cs and then it works with MSAA on the device. However, MSAA is broken in the editor and all other platforms apart from Oculus Quest/Go basically
Thank you for your explanations. The easier the development will be, we will get more applications und hopefully VR will be established.
Weird seeing Unreal / Epic ahead in mobile space but that’s swings and roundabouts. Interested in foveated myself.
Hoping for a fix and a means of activating it without loads of imported Oculus integration stuff.
Even oculus do not want you using oculus’ stuff, but the unified XR stuff instead. This is because according to them, we’d be best off developing our games not porting them I agree!
yes I was pleasently surprised recently having an OvrManager (used only for Quest FFR) in an OpenVR build without running into issues
There must be a way to activate FFR without having the OVR Plugin or Oculus Integration Assets in your project though surely, as Unity has a built-in copy of the OVR Plugin for the Oculus Android Support/Oculus Loader within the XR Subsystems package. They even advise not to use the Oculus Integration assets within a project using XR Subsystems as it causes incompatibility issues due to having a duplicate of the OVR Plugin.
ah I tried to take a look at XR subsystems and URP mobile VR at the same time, it was a disaster ^^. I’ll wait until both are out of preview / production ready, too much headhache and not enough time. I’m really looking forward for Vulkan and stable new UT features
I’m just going to keep posting everywhere and ask people how to set FFR without importing a load of Oculus example assets, we are being encouraged to (and also Unity is supporting) cross-platform VR development but not being able to activate FFR through the Unity integrations of the Oculus plugin is baffling.
@ROBYER1_1 I agree but it will come eventually.
This Oculus Connect talk mentions how Vulkan allows for cross-platform Fixed Foveated Rendering (FFR) due to the extension no longer being Qualcomm only. This means that once Vulkan is working for Quest/Go, we may well see FFR cross-platform between Vulkan on Windows platform headsets as well as Mobile VR. This could also extend to other Vulkan features, hopefully meaning that Vulkan becomes more of a cross-platform standard for VR rendering.