This engineering-focused article's goal is to present and explain some of them—Fixed Foveated Rendering, Dynamic Throttling, and 72 Hz Mode—to help you build the best looking, performing, and fun apps out there!
![Optimizing Oculus Go for Performance](https://cdn-ak-scissors.b.st-hatena.com/image/square/dc816a75b5cd32a711c122f158622d7f30b684bd/height=288;version=1;width=512/https%3A%2F%2Fscontent-itm1-1.xx.fbcdn.net%2Fv%2Ft39.2365-6%2F29160583_1830117443958153_7167615945265905664_n.jpg%3F_nc_cat%3D110%26ccb%3D1-7%26_nc_sid%3De280be%26_nc_ohc%3D0fKsojnVm9AQ7kNvgH7MZDj%26_nc_ht%3Dscontent-itm1-1.xx%26oh%3D00_AYA_fweqSTyTQmtgBdzKpxmeIkG-kaQUYUMNctCOzDFXDw%26oe%3D668A4720)
Oculus Go is a new standalone VR headset. It is compatible with the same Mobile SDK, Unity, and Unreal SDKs that power Oculus applications on Samsung Gear VR, and most Gear VR apps will run unmodified on Oculus Go. This post details our recommendations for developing Oculus Go apps and details some of the new tools and technical features we've built into this device.
This section describes input handling for Oculus devices when developing for Unreal Engine.
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