Oculus Developer Release Notes: v18/1.50

Oculus Developer Blog
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Posted by Oculus VR
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July 9, 2020
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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 post on the Developer Forum.

Oculus Integration for Unity

New Features

  • Use customized XML to define security configuration for Android instead of using Oculus-generated XML.

Improvements

Bug Fixes

  • Added support to trigger the RecenteredPose event in stationary experience or when there's no guardian set up.

  • Fixed the return value for the GetHmdColorDesc() method to Unknown for macOS or any other unsupported platforms.

  • Fixed in-Editor MSAA setting forced off when using XR Management.

  • Fixed a race condition in which bone pose updates are retrieved before the mesh is bound to the skeleton causing issues with the appearance of the skinned mesh component.

Integration Changes

  • Ended support for Unity version 2017.4. The minimum supported Unity Editor version for Oculus development is 2018.4.

  • Updated the Oculus Unity Integration package to v18.0, including:

    • Updated OVRPlugin to 1.50

    • Updated the Audio Spatializer to 18.0

    • Updated the Platform integration to 18.0

    • Updated the Avatar integration to 18.0

    • Updated the LipSync integration to 1.43

License Update

Unreal Engine 4 Integration

New Features

Improvements

  • Added an error that displays when Support Vulkan is checked in Android platform build settings and the Oculus target device is an Oculus Go.

  • Optimized the splash screen to display earlier in the loading cycle and work as expected.

  • For mobile, cleaned up XML tags in the manifest and fixed an issue with the focus-aware tag not being added for disabled situations.

  • Mobile : Saved ~100Mo (Vulkan), ~30Mo (OpenGL) of GPU RAM by removing a backbuffer allocation, merging MobileMultiviewSceneColor with SceneColor (same for depth), and not creating the non-MSAA shader resource for depth buffers.

  • Mobile : Saved ~0.5s of startup time by enabling stereo on the first frame, initializing sRGB flag to true, and requiring MSAA to be set in project settings instead of auto-set. See the Quickstart for this setting.

  • For mobile, added MSAA to the list of performance widget checks. See Oculus Performance Settings for more information.

In addition, there are numerous bug fixes. For detailed release notes, see the Unreal Engine 4 Integration Release Notes.

Platform SDK

  • This is a maintenance release with bug fixes and performance improvements.

Avatar SDK

  • This is a maintenance release. There are no developer-facing changes in this release.

Mobile SDK

  • A new ovrLayerType flag, VRAPI_LAYER_TYPE_EQUIRECT3, and corresponding structure ovrLayerEquirect3, have been added to the API. This allows specification of an equirectangular texture with a non-infinite radius at a specific location.

  • The ovrSystemStatus type, VRAPI_SYS_STATUS_DOCKED, has been deprecated and removed from the API.

  • The ovrSystemProperty type, VRAPI_SYS_PROP_EXT_SDCARD_PATH, has been deprecated and removed from the API.

Audio SDK

  • Maintenance release that contains bug fixes and performance improvements.

Other Developer Updates

OVR Metrics Tool 1.5
OVR Metrics Tool 1.5 has been released. OVR Metrics Tool 1.5 introduces the following new metrics:

  • Guardian GPU Time

  • CPU Utilization Core 0-7

  • Application VSS, RSS, and Dalvik PSS

The following new metrics are also new in version 1.5, but ovrgpuprofiler must be enabled for them to be used. For more information, see OVR Metrics Tool and ovrgpuprofiler:

  • Average Vertices Per Frame

  • Average Fill Percentage per Eye

  • Average Instructions per Fragment

  • Average Instructions per Vertex

  • Average Textures per Fragment

  • Percentage Time Shading Fragments

  • Percentage Time Shading Vertices

  • Vertex Fetch Stall Percentage

  • Texture Fetch Stall Percentage

  • L1 Texture Miss Percentage

  • L2 Texture Miss Percentage

  • Texture Sample Percentage Using Nearest Filtering

  • Texture Sample Percentage Using Linear Filtering

  • Texture Sample Percentage Using Anisotropic Filtering

New Developer Best Practice Guides: Playtesting + Mixed Reality Capture
Recently published two new developer guides to help you stay up to date with the best practices for playtesting your VR app, and leveraging mixed reality capture and casting to enhance your spectator experience.


Be sure to keep an eye out for upcoming blog posts, and follow the Oculus Developer Twitter and Facebook channels for the latest in VR development news and insights.