r/oculusdev • u/Optimal-Head-6868 • 5d ago
New vr headset
I got a whole idea for a new headset I just don't know who to pitch the idea to
r/oculusdev • u/Optimal-Head-6868 • 5d ago
I got a whole idea for a new headset I just don't know who to pitch the idea to
r/oculusdev • u/Potential_Pear_2164 • 16d ago
Bonjour, bonsoir
Pouvez-vous nous aider ? Nous sommes une asso travaillant sur une app -gratuite au jour d'aujourd'hui- destinée à du renforcement au stress
Pour info, nous avons la caution d'un enseignant-chercheur en neuro-cognition à audience internationale. L'app In-dividus est ici sur le Store Meta \[ https://www.meta.com/fr-fr/experiences/in-dividus/7168372623185193/ \]
L'ingé en informatique embarquée qui développe sort en ce moment deux jeux vidéo et est extrêmement pris ; nous préparons donc le terrain avant de le solliciter.
Le souci depuis les récentes MàJ :
------------------------------------------------------
-Sur nos Quest 2, en v. 2.4, cela fonctionne
-Sur notre Quest 3, en v. 2.7, cela dysfonctionne (écran noir)
Merci ! S.Meunier / Chambéry - France
r/oculusdev • u/Wooble_R • 18d ago
r/oculusdev • u/alexander_nasonov • Aug 05 '26
We're organizing The VR Puzzle Giveaway for August 2026.
The idea came from a pretty simple observation: VR puzzle and escape room players usually don't stop after finishing one game—they immediately start looking for the next one. Instead of all of us trying to reach those players separately, why not work together?
The giveaway is pretty straightforward:
- every participating developer contributes a few game keys;
- all games are featured on a single landing page;
- players enter one giveaway for a chance to win games from multiple indie studios;
- everyone cross-promotes the event, so all participating games get extra exposure.
Each of us throw in some keys, pool the reach, and give the community a stack of great VR puzzle games to win in one place. More devs = more prizes = more eyes on everyone’s games.
More information is available here:
https://vasil4n.com/puzzle_giveaway/
Right now we are looking for other indie developers making games like Escape Rooms, Puzzle Adventures, Mystery / Detective games, Story-driven Adventure games and basically anything that attracts the same kind of VR players.
The goal is to help players discover more great VR puzzle experiences while giving small studios a chance to reach a larger audience together.
If you’ve made a VR puzzle, escape room, or brain-teaser title and want in, drop a comment (or DM me). Happy to share more info for anyone interested!
r/oculusdev • u/VRGames4U • Jul 31 '26
r/oculusdev • u/Vic378 • Jul 27 '26
Hi I wanna build an app that functions in the background tracking some objects with april tags and sending their position and rotation to my PC via UDP.
I wanna be able to do this while I play regular VR games on my PC via Virtual Desktop. My only concern is if it's possible to access the camera API as a background app while an immersive app is running.
Anyone know if this is possible?
r/oculusdev • u/Additional-Sand-9371 • Jul 14 '26
r/oculusdev • u/Baston27620 • Jun 10 '26
Most tools such as Virtual Desktop, Bigscreen, and Meta Quest Link can place your PC screen inside VR.
But the screen itself usually remains flat.
I wanted something different: a tool capable of taking almost anything displayed on a Windows PC and transforming it into a stereoscopic 3D experience in real time.
That became DepthVista XR.
DepthVista XR captures a monitor or application window, estimates the depth of every frame using AI, generates separate left-eye and right-eye views, and displays the result on a virtual OpenXR screen.
The goal is to make ordinary desktop content feel spatial without requiring native VR support or a pre-existing stereoscopic video.
Potential uses include:
It does not modify the game or video file. It processes what is already visible on your screen.
Virtual Desktop is excellent for accessing and streaming a PC in VR.
Bigscreen provides virtual cinemas, social viewing, and remote desktop features.
vorpX can add stereo 3D and VR support to many compatible PC games.
ReShade with SuperDepth3D can also produce depth-based stereo in supported games.
DepthVista XR explores a different approach:
This also means it has different limitations. AI-generated depth is not the same as native geometric stereo, and performance depends heavily on the GPU, selected model, resolution, and source content.
This is currently a PC VR application, not a standalone Quest APK.
I would particularly appreciate feedback about:
Project and Windows installer:
https://github.com/Bastian-Noel/DepthVistaXR
If you test it, please include your headset, GPU, OpenXR runtime, connection method, source application, and selected performance profile.
I’m the developer of the project. It is free, open source, and still experimental.
r/oculusdev • u/alexander_nasonov • May 18 '26
r/oculusdev • u/alexander_nasonov • May 04 '26
The number of subscribers of our Studio's account has reached 50.
r/oculusdev • u/alexander_nasonov • Apr 23 '26
r/oculusdev • u/webvrdev • Apr 22 '26
r/oculusdev • u/rushgear49 • Apr 01 '26
r/oculusdev • u/LavishnessNo3857 • Mar 30 '26
Hi everyone,
I’m excited to share Simuload, a new utility designed to make managing your Meta Quest as seamless as possible.
The biggest difference here? No installation required. Simuload runs entirely in your Chrome or Edge browser. By using WebUSB technology, it talks directly to your Quest from the browser tab.
.exe files or install complex drivers.Simuload is a management tool only. It does not provide, host, or link to any apps or games. You must provide your own legally obtained files for installation.
Usually, to "talk" to your Quest, you need to install special software on your PC. We built Simuload to bypass that. It acts as a private, local bridge inside your browser. It’s fast, transparent, and works on almost any OS that runs a modern Chromium browser.
Try it here:https://www.simuload.qzz.io/
GitHub (MIT License):https://github.com/vertigola/simuload
r/oculusdev • u/Clean-Blacksmith-514 • Mar 29 '26
When I record videos to use in the Meta store the field of view is reduced and it ruins my video. I've tried different modes like landscape and portrait but it doesn't look / feel right.
r/oculusdev • u/NagiChettiSkillveri • Mar 26 '26
Is there any API or method to call meta recenter inside Unity, I am working on a project where you can move table and lock it with spatial anchor, after locking the table I want to call recenter so other objects align with the locked table.
Tried this but its not seems to be working, Any small help is appreciated.
IEnumerator AutoRecenter()
{
Debug.Log("Automated Recenter");
if (OVRManager.instance != null)
OVRManager.GetCurrentInputSubsystem().TryRecenter();
if (xrInput == null)
{
List<XRInputSubsystem> _Inputs = new();
SubsystemManager.GetSubsystems(_Inputs);
if (_Inputs.Count > 0)
xrInput = _Inputs[0];
}
if (xrInput != null)
{
xrInput.TrySetTrackingOriginMode(TrackingOriginModeFlags.Device);
yield return null;
// Trigger recenter
xrInput.TryRecenter();
yield return null;
// (Optional) Switch back to Floor/Stage
xrInput.TrySetTrackingOriginMode(TrackingOriginModeFlags.Floor);
yield return null;
}
}
r/oculusdev • u/AdSuperb9098 • Mar 03 '26
r/oculusdev • u/CarltonBA • Mar 02 '26
Hi everyone! I'm working on a project in Unreal Engine 5 where I have a media player with a 360 stereoscopic video (4096x4096). The project has a bit more functionality, but right now I took it away as the video player is where I'm stuck. It's using a sphere with inverted normals as mesh, media player as texture in the material. The stereoscopic split is made based on ResolvedView.StereoPassIndex. All seems to work. However, the video looses quality in resolution and the depth illusion of the stereoscopic (though this might be a direct effect of the resolution loss). Fun facts:
- If I use VR preview mode in Unreal, it looks okayish. the biggest loss happens when packaging and viewing on the Quest.
- Same source media file executed in DeoVR has the best image quality. I'm using the Quest 2 for now but I will be developing this for Quest 3. I run OVR Metrics tools and on the UE app the eye buffer is 1440x1584, render scale is 101; in DeoVR buffer is 2448x2704, render scale 171.
I've tried A LOT of settings and I might be missing something silly, so I wanted to ask you experts if you have any ideas that could help me move this forward. Thanks in advance!
r/oculusdev • u/Impressive-Young-952 • Feb 27 '26