January 21, 2021
Locomotion describes how people move through virtual environments and is one of the core design features of all VR applications. Providing a comfortable locomotion experience...
January 13, 2021
Next month, we are rolling out two of the most requested features from our VR community: Multi-User accounts, the ability for multiple accounts to log...
December 21, 2020
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...
December 17, 2020
While automation is common throughout most types of software engineering, it has yet to become a common practice for VR app and game development. We...
December 11, 2020
It is with great excitement that we share the news that Facebook Reality Labs has provided a grant to support the Godot Engine project....
December 9, 2020
We know Oculus developers want insights into the Oculus customer-base, many of whom we know are gamers. What type of gamers gravitate to VR? What...
December 7, 2020
Phase Sync is a frame timing management technology that we first introduced in the Oculus PC SDK, which can help minimize pose latency by dynamically...
December 4, 2020
With the holidays around the corner, now is the perfect time to market your app to potential buyers. Here are some tips to help you...
November 19, 2020
We’re excited to share new updates to our Developer web experience with the redesigned Home and Dashboard. The Home update brings a new landing page,...
November 17, 2020
We’re excited to roll out the latest update to Oculus Developer Hub (ODH). In this release, we’ve focused on a few features that have been...
November 13, 2020
At Facebook Connect we teased various improvements to the Quest Platform, including support for 90Hz applications on Quest 2—both natively and through Oculus Link. We’re...
November 12, 2020
At Oculus, we’re trying to craft the most immersive and meaningful VR experiences in the world and deliver them to as many people as possible....