Oculus AMA Top 5 Questions: Matt Conte
Oculus Developer Blog
Posted by Oculus VR
May 30, 2019

Earlier this month, Developer Relations Engineering Lead Matt Conte took part in our Oculus Forum AMA Series, answering the latest questions about VR design, performance optimization and cross-platform development. As we gear up for our soon-to-be-announced Oculus Developer AMA for June, we wanted to provide a few highlights from Matt's AMA, including insights around Oculus Quest, porting VR games and locomotion best practices.

Check out the full Matt Conte AMA on the Oculus Developer Forum, and be sure to keep an eye out on our Facebook and Twitter channels for the latest VR developer learnings and June AMA announcement!

Porting Experiences from Rift to Quest

Developer Question

As a Developer Relations Engineer, you find hard to find companies that do porting for different VR platforms? Now with the Quest coming I bet several Rift titles will need help to be ported...

Matt Conte's Answer

We are always looking to bring the best content to all of our platforms when the platform is a good fit for the content in question. Today, that means a lot of the best content for Rift will be coming to Quest. Sometimes, the original developers handle the port, other times they look for third parties to do the work. We have provided a ton of tools to make this easier including:

VR Design + Interaction Opportunities

Developer Question

Hi Matt,

In terms of VR design guidance, how much of an emphasis do you put on making the world feel grounded, for lack of a better term? When VR games do things like have laser pointers or floating menus in stark relief to the feeling of the rest of the experience, it's really noticeable and really pulls me out. I feel like the experiences that are really successful with keeping everything explicitly in universe, like the non-abstracted locomotion and tablets in Lone Echo, and the interaction with everything in Job Sim, even going as far as having "quit" and "load level" be explicit objects you interact with in the world, do the best job at proving out VR as the next big thing.


Matt Conte's Answer

This is a really great question, and one that's super important to me. One of the most compelling aspects of virtual reality is that it allows designers to peel away layers of manufactured interaction idioms that have been developed over the years, for much more natural ones. For example, rather than clicking a mouse to open a menu to look at some health stats, you can just look at your watch on your wrist in VR. In a modeling tool, rather than selecting an extrusion tool from a toolbox of square icons, you can just go and grab the tool. I think there will be some level of skeuomorphism that continues, like using laser pointers to select menu items which are just floating panels in 3D space, over time as designers build a better language for interactions, we'll see a lot of these things falling away in favor of more immersive one.

Quest Optimization, Unity Recommendations, Atlas Textures + “Down The Rabbit Hole”

Developer Question

Hi Matt, thanks for the AMA!

I have few questions for you:

1. For the best possible optimization in Unity for Oculus Quest which Template should we start using and why this one?
a) 3D
b) Lightweight RP
c) VR Lightweight RP

2. Do you plan to release Unity examples for Oculus Quest?

3. Which Unity version do you recommend?

4. What is the maximum atlas texture size we can use and which setting in textures should be setup to get the best quality to performance ratio in Unity?

5. Is there a way to see the GDC talk “Down the Rabbit Hole with Oculus Quest” video?

Thanks Matt!

Matt Conte's Answer

Wow, that's a lot of questions! Let me do my best:

1. Unity's lightweight render pipeline, if you're well-versed in the SRP, is working really well for some of our Quest developers in 2019.1 and above, but we have many titles that are hitting perf without it as well.

2. The Oculus Unity Sample Framework has a lot of great starting points for building great applications, and shows off things like our Avatars, object interactions, and some great methods of locomotion.

3. You can always check the current recommended versions on our page here. Currently we recommend 2017.4.21f1 or 2018.3.10f1.

4. We recommend 4k maximum, with mipmaps on, trilinear filtering, and ASTC compression. Take care when automatically generating mips on texture atlases because pixel averaging across texel boundaries can cause issues in fixed foveated rendering, as the higher FFR levels use lower mips.

5. The talk is split into two parts, and they just went up on our developer blog here and here.

Enterprise VR + Locomotion Recommendations

Developer Question

Hello Matt,

Thanks for doing this AMA.

I had a question regarding VR design for enterprise solutions. What type of locomotion would you recommend for people with zero VR experience? So far point & click to set teleport locations seems the most straight forward. But these people are at the point where if you tell them, point and pull the trigger, they'll be unsure which button the trigger is. Perhaps a sustained gaze confirmation on the set teleport spots?

Matt Conte's Answer

Locomotion is a point of active research in VR and at Oculus. I don't think there will ever be a “one size fits all” solution that will work perfectly for everyone; what we've come to understand is that a buffet-style set of options tends to open up content to the broadest audience possible. Teleport is certainly one of the most comfortable locomotion methods, but as you point out, may not be the most intuitive to users who don't have gaming experience. In this case, i would recommend some light tutorial explaining the controls, with diagrams rather than button names. It's difficult for users to locate, for instance, the A button on the controller when they don't know where it is on the face, or if it's on the left or right controller! A good rule of thumb is to apply the type of locomotion that best fits your application and intended audience.

For more information about enterprise VR check out the new Oculus for Business Page we just launched this week at F8.

[We also recommend the recently published, Oculus F8 Presentation: Getting Things Done Virtually: The Value of VR for Enterprise]

Unity Optimization Tips, Quest for Indie Developers

Developer Question

Hey Matt, thanks for doing this AMA.

I hate doing this but I have two questions.

1. What would your top 3 optimization tips for unity be as far as PC VR (Rift and Rift S) is concerned?

2. Concerning the Quest, what would your top 3 tips be to indie developers that want a store position?

Matt Conte's Answer

Pleased to meet your acquaintance.

1. Atlas your textures, keep your draw call counts low, and keep your fragment shaders relatively simple. Ideally, you're going to want to ship on all available 6DOF hardware, so keep that in mind as an optimization target.

2. For Oculus Quest, we are looking for titles that a) deliver great value to our users, b) show off the talents of the developers, and c) are polished and really show off why VR is an amazing new platform. This doesn't mean we don't want weird or niche indie content — we do, come at us with it!

You can check out a full archive of our past AMAs on the Oculus Developer Forums, and comment below if you have any topics or Oculus engineers you'd like us to feature in any of our upcoming AMAs. As noted, our next Oculus Forum AMA will be headed your way next month. Keep an eye on this blog, our email newsletter and our social channels for more info!

- The Oculus Team