The newest model of the Oculus Integration for Unity, v23, provides experimental OpenXR help for Quest and Quest 2 utility improvement. A brand new method for lowering positional latency referred to as ‘Part Sync’ has been added to each the Unity and Unreal Engine four integrations; Oculus recommends that every one Quest builders think about using it.
OpenXR Help for Oculus Unity Integration
OpenXR, the industry-backed customary that goals to streamline the event of XR purposes, has made a number of main steps this 12 months towards turning into manufacturing prepared. Right this moment Oculus launched new improvement instruments which add experimental OpenXR help for Quest and Quest 2 purposes constructed with Unity.
OpenXR goals to permit builders to construct a single utility which is suitable with any OpenXR headset, slightly than needing to construct a unique model of the applying for every headset runtime.
Whereas Unity is working by itself OpenXR help, the newly launched v23 Oculus Integration for Unity provides help for an “OpenXR experimental plugin for Oculus Quest and Oculus Quest 2.” This could enable for the event of OpenXR purposes based mostly on the options offered by the Oculus Integration for Unity.
Earlier this 12 months Oculus launched OpenXR help for constructing native Quest and Rift purposes as nicely.
Part Sync Latency Discount in Unity and Unreal Engine
The v23 Oculus Integration for Unity and for Unreal Engine four additionally convey new latency discount tech referred to as Part Sync which may scale back positional monitoring latency with ‘no efficiency overhead’, in keeping with Oculus. The corporate recommends “each in-development app to allow [Phase Sync], particularly in case your app is latency delicate (if it makes use of hand monitoring, for instance).”
Whereas Quest has lengthy used the Asynchronous Timewarp to cut back head-rotation latency by warping the rendered body to the newest rotational information simply earlier than it goes to the show, positional monitoring doesn’t profit from this system.
One option to scale back positional monitoring latency is to attenuate the period of time between when a body begins rendering and when it really reaches the show. Ideally the body will end rendering simply earlier than being despatched to the show; if it finishes early, all the time between when the body is completed and when it’s despatched to the show turns into added positional latency.
Part Sync introduces dynamic body timing which adjusts on the fly to verify frames are being accomplished in an optimum manner for latency discount.
In contrast to the Oculus PC SDK, the Oculus Cell SDK has been utilizing fixed-latency mode to handle body timing since its inception. The philosophy behind fixed-latency mode is to complete every thing as early as attainable to keep away from stale frames. It achieves this purpose nicely, however with our launch of Quest 2, which has considerably extra CPU and GPU compute than our unique Quest, a whole lot of apps can end rendering their frames sooner than deliberate. Consequently, we are inclined to see extra “early frames” […]
In contrast with fixed-latency mode, Part Sync handles body timing adaptively in keeping with the app’s workload. The goal is to have the body end rendering proper earlier than our compositor wants the finished body, so it may well save as a lot latency as attainable, and likewise not lacking any frames. The distinction between Part Sync and fixed-latency mode might be illustrated within the following graph on a typical multi-threaded VR app.Picture courtesy Oculus
Fortunately, turning on Part Sync is as straightforward as checking a field with the v23 Unity and Unreal Engine integrations from Oculus (particulars right here).
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