So I haven’t got a Quest Pro yet but I was hoping to stay supporting the OpenXR Spec when going to use the facial, hand and eye tracking features of the headset.
I’ve seen others ask about this on Oculus forums without any useful links/docs. It is quite a high-end headset which makes it seem odd that there is no immediate documentation on using the OpenXR face/hand/eye tracking of the Meta Quest Pro without any old and redundant Oculus SDK
You could use it by adding the integration package, I believe anything above 42/43 will contain the compatible plugin, and you should see the option to enable eye/face tracking via OVRManager
Yes, I’m pretty sure it already defaults to OpenXR which is included in the integration package, you can enable it as shown in the screenshot attached. I think both the integration package plugin and the one in package manager have implementations in OpenXR and you may be able to confirm via logcat.
To me that suggests it is Oculus specific which isn’t what I want, I want some cross-platform face/eye tracking standardized through OpenXR if it exists!
Yes, it still needs OpenXR support, and is only Oculus OVRManager specific for now. I hope they add that soon. But the option to use eye and facetracking via Link got out of beta within the last week, so it might be what they are working on now. I hope it is.
Without OpenXR I do not think we get the inherent dynamic foveated rendering support from all VRSS games.
Apparantly Oculus XR is based on OpenXR already… its just confusing that its still called OVR in the Oculus utility. But if this is true, then the problem might be that the eye and facetracking needs Oculus specific support to work even though its OpenXR based.
Not sure how OpenXR extensions work, but cannot find anything official that explains this. Not on the Oculus side. If its en OpenXR extension, I think it should be open source, right? I am pretty confused as to where the support is lacking now.
It needs to be in that OpenXR Extensions menu really, ie. that we get another headset with OpenXR face/eye tracking that uses the same OpenXR Extension for face/eyes, otherwise it’s Oculus specific I would assume
Yeah, I just confirmed it with the OpenXR Toolkit developer. Oculus has so far only implemented Oculus specific eye and face tracking, but for some reason did not implement the OpenXR standard implementation for eye and facetracking.
They promised to use OpenXR, so I hope that means they will support OpenXR standards for this in the future.
Without us developers knocking the door, they seem complacent to use outdated plugins or continue support of the OVR plugin which we have been advised to not use in favour of OpenXR…
You could try using OpenXR package APIs below to trigger haptics:
OpenXRInput.StopHaptics```
We are also working on adding Quest pro controller interaction profile support in the next release, which will support thumb haptic and trigger haptic.
In the meantime, I think you could use Meta Integration Asset to support haptics.
Any new info? I need this to work with SteamVR runtime to use eye tracking on Quest Pro alongside Vive Trackers in Unity. It’s so frustrating to find useful information on this.