ICMI from today's @oculus "Super Session" for Developers
Maybe you already heard...
🥽Quest 2 has 50% more pixels than Quest and 90% more pixels than Rift S. More power under the hood even with bigger eye buffers.
⚙️ Vulkan support in UE4 now, Unity soon
But did you know 👇👇👇
💡Dynamic FFR takes the hard work out of tuning foveated rendering, and makes it easier to optimize across Quest and Quest 2
🚀Many *existing* Quest apps will look better on Quest 2 because Dynamic FFR is on by default!
⌨️Quest System keyboard is now available to apps as an overlay via a simple API call
⏸️ Quest Universal Menu will come up over apps - use focus APIs to do things like pause games when they're up
🎥Mixed reality capture (MRC) tool makes it easy to create compelling video on Quest and Oculus PC VR apps
💵Experiments show a measurable increase in sales for MRC trailers
📱 Spectator mode will capture video on your phone in 3rd person POV, with record and share to any app
✅In-app subscriptions are on the roadmap
🛣️New release channel coming to Quest, providing a way for anyone to distribute apps via a link, using Oculus product pages. Apps show up in library and support auto-update.
Both coming the first half of next year
🧍Body API will fuse human understanding APIs (including headset, controllers, hands, upper-body inference, lipsync, and future APIs) making it easy to create authentic motion. Great for social and multiplayer apps. Cross-platform, and works with your own models or Oculus Avatars
🆕 Oculus Developer Hub is our newest tool with loads of hotly requested features: device management, easy screen/video cap, settings to disable guardian and prox sensor, plus easy install of the latest Oculus tools. More here: developer.oculus.com/blog/introduci…
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