Oculus Developer Release Notes: v23

Oculus Developer Blog
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Posted by Oculus VR
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December 21, 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 - v23.1

What's New

  • Added support for OpenXR experimental plugin for Oculus Quest and Oculus Quest2.

  • Added Phase Sync adaptive frame timing to Oculus Quest and Oculus Quest 2 apps.

  • Oculus Quest 2 can now set 80Hz and 90Hz display refresh rates when you select Oculus Quest 2 as a target device.

Note: You may encounter issues when running ARM7 build on Oculus Go or Oculus Quest, if you are using Unity's XR Management system with the latest OVRPlugin and the Oculus XR Plugin is outdated. In such case, you can either switch to ARM64 build, or upgrade the Oculus XR Plugin to 1.4.0+ to fix the issue.

What's Fixed

  • Fixed Unity MRC Vulkan gamma color issue and several validation layer errors

  • Support added for OVROverlay for Vulkan (requires upgrading to the latest Unity version for working functionality)

  • GetSystemHeadsetType() returns ovrpSystemHeadset_Oculus_Link_Quest_2 when using Oculus Link with Oculus Quest 2

  • Enabled GPU boost on Oculus Quest when MRC casting is activated

  • Renamed the target device name for Oculus Quest 2 in the Android Manifest file from delmar to quest2

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 to v18.0, including:

    • Updated OVRPlugin to 1.55.1

    • Updated the Audio Spatializer to 23.0

    • Updated the Platform integration to 23.0

    • Updated the Avatar integration to 20.1

    • Updated the LipSync integration to 20.0

License Update

Unreal Engine 4 Integration

What's New

  • OVRPlugin updated to v23 (1.55.0)

  • Increased performance of Multi-View apps by optimizing shader generation and by making sure only view-dependent variables are generated as arrays by way of a new VIEW_UNIFORM_BUFFER_MEMBER_PER_VIEW macro.

  • Reduced Vulkan latency by optimizing the rendering pipeline to better use fragment density maps to drive foveation.

  • Added Phase Sync adaptive frame timing to Oculus Quest and Quest 2 apps. To enable this in UE4, go to Edit > Project Settings > Plugins > OculusVR, and then select Mobile > Phase Sync.

  • Oculus Quest 2 can now set 80Hz and 90Hz display refresh rates when "quest2" is added as a target device in the Android Manifest.

  • Added DisplayRefreshRateChanged event-based delegates and components so that apps can detect if the system changes the display refresh rate due to throttling.

  • The target device name for Quest 2 in the Android manifest is now written out as "quest2". The older alias "delmar" is deprecated.

  • Rift CV1 is now the default color space if the color gamut setting is unknown or not enabled.

  • Late Latching is now automatically disabled when Occlusion Culling is active.

  • On Quest and Quest2, memory bound to Vulkan MSAA attachments is now lazy-allocated to keep them on-tile and prevent taking up actual memory.

Bug Fixes

  • Fixed SceneCapture2D with Multi-View SceneColor.

  • Fixed non-Multi-View render targets in Multi-View scenes.

  • Fixed hash collisions in the PSO cache.

  • Fixed an issue where audio could playback on the default audio device instead of the selected device.

  • Fixed the editor primitive / gizmo offset issue.

  • Fixed a shader compiler error in the MobileSceneCapture example.

  • Fixed an issue that would scramble Manifest-USFSFiles_Android.txt upon being read.

Known Issues

  • None, at this time.

For detailed release notes, see the Unreal Engine 4 Integration Release Notes.

Platform SDK

  • New LogDeepLinkResult method to report the health of a user's deeplink launch. See Rich Presence for more information.

  • New SetInstanceId method in Rich Presence to track instances of a Destination. See Rich Presence for more information.

Avatar SDK

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

Mobile SDK

New Features

  • 90 Hz mode is now supported. For information on using this feature, see the Refresh Rate topic.

API Changes

  • The ovrDeviceType value, VRAPI_DEVICE_TYPE_OCULUSQUEST2 has been added to the API.

  • The ovrTouch bit flags, ovrTouch_ThumbRest, ovrTouch_LThumbRest, and ovrTouch_RThumbRest have been added to the API.

  • The ovrEventType value, VRAPI_EVENT_DISPLAY_REFRESH_RATE_CHANGE, has been added to the API. This event is sent when the display refresh rate is changed by the system.

  • The ovrSystemStatus value, VRAPI_SYS_STATUS_SYSTEM_UX_ACTIVE, has been removed from the API.

  • The ovrSystemProperty value, VRAPI_SYS_PROP_VIDEO_DECODER_LIMIT, and corresponding structure, ovrVideoDecoderLimit, have been removed from the API.

Bug Fixes

  • There are no major bug fixes with this release.

Known SDK Issues

  • There are no known issues with this release.

Audio SDK

  • Maintenance release that contains bug fixes and performance improvements.

Other Developer Updates

  • A marketing attribution dashboard was recently added to help you track how effective your marketing efforts are. For more information, see Marketing Attribution Analytics.

  • Looking to submit your app to the Oculus Store? Check out a new developer guide focused on the many best practices, recommendations, and insights to help you with technical review, passing the VRCs, and content review. Oculus Store - App Submission Success Guide.


Be sure to keep an eye out for upcoming blog posts expanding on a number of these updates, while our Twitter and Facebook channels offer the latest in VR development news and insights.