r/oculusdev • u/VRGames4U • 4d ago
r/oculusdev • u/Oculus_NinjaGG • Feb 20 '20
Update Oculus Integration v13 Release Notes
developer.oculus.comr/oculusdev • u/Additional-Sand-9371 • 8d ago
Is there any way to install Mixed Reality Link without the Microsoft Store?
r/oculusdev • u/Baston27620 • Jun 10 '26
Turn any PC screen into AI-generated 3D VR (free and open source)
I built a free AI tool that turns your PC screen into a 3D VR screen
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.
Your existing PC content, reconstructed in 3D
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:
- Watching regular 2D movies and videos in AI-generated 3D
- Playing flat PC games on a stereoscopic virtual screen
- Viewing YouTube, streaming platforms, emulators, and desktop applications in 3D
- Turning a monitor into a large flat or curved VR display
- Experimenting with real-time 2D-to-3D conversion
It does not modify the game or video file. It processes what is already visible on your screen.
Why build another PC-to-VR application?
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:
- It works from desktop or window capture
- It uses AI-based monocular depth estimation
- It does not depend on a game exposing its depth buffer
- It targets movies, games, videos, emulators, and general desktop content
- It outputs directly through OpenXR
- It is free and open source
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.
Current features
- Real-time AI depth estimation
- Desktop and application-window capture
- Direct OpenXR output
- Flat and curved virtual screens
- Adjustable depth strength and convergence
- Configurable screen size, position, distance, and curvature
- VR controller support
- Performance profiles
- English and French interface
- Windows installer
Current requirements
- Windows 10 or Windows 11, 64-bit
- PC VR through an active OpenXR runtime
- Meta Quest Link or Air Link for Quest headsets
- NVIDIA CUDA-compatible GPU recommended
- Recent graphics drivers
- Approximately 9 GB of disk space
This is currently a PC VR application, not a standalone Quest APK.
I’m looking for testers
I would particularly appreciate feedback about:
- Quest Link versus Air Link latency
- Different NVIDIA GPUs
- Movies versus games
- Depth quality and visual artifacts
- Flat versus curved-screen comfort
- OpenXR runtime compatibility
- Installation problems
- Controller behavior
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
Trying to promote a premium Meta Store game using Facebook Ads: the system created the link, put it into the Ad and then flagged it as a violation of its own rules! WTF?!
r/oculusdev • u/alexander_nasonov • May 04 '26
We have a small milestone completed
The number of subscribers of our Studio's account has reached 50.
r/oculusdev • u/alexander_nasonov • Apr 23 '26
Today I have sold the 6000th copy of my game on Meta
r/oculusdev • u/webvrdev • Apr 22 '26
WEB AR Gravity beta — free browser-based AR/VR drawing tool, feedback welcome
galleryr/oculusdev • u/rushgear49 • Apr 01 '26
How long are meta horizon developer payouts taking lately?
r/oculusdev • u/LavishnessNo3857 • Mar 30 '26
Simuload: A 100% Web-Based, Open-Source Sideloading Tool for VR Headsets
galleryHi everyone,
I’m excited to share Simuload, a new utility designed to make managing your Meta Quest as seamless as possible.
100% Web-Based & Local
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.
- Everything is local: Your files never leave your computer.
- Zero-Install: No need to download
.exefiles or install complex drivers.
What can it do?
- Smart APK & OBB Installer: Just drag and drop. Simuload automatically identifies your files and places the OBB data in the correct internal folder so you don't have to.
- Block System Updates: Choose between an ADB-level block or a DNS method to keep your headset on the firmware version you prefer.
- App Backups: Pull your installed apps from the Quest back to your PC for safekeeping.
- Open Source: Released under the MIT License. You can audit, fork, or contribute to the code.
Important Disclaimer
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.
The Background
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
Recorded video FOV ruins my videos for the meta store
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 way to call recenter from Unity?
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
I need help for my Quest 3 not connecting to my house WIFI.
r/oculusdev • u/CarltonBA • Mar 02 '26
360 video player in UE5 - low resolution
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
Oculus battery pack usb c broke off inside.
r/oculusdev • u/BiggieChezes • Feb 19 '26
Any other software to remap PCVR controls (excluding SteamVR)?
I’m trying to find a good program, but all the ones I find are discontinued with warnings that they will cause crashes.
I just want to remap the thumbstick button to something like the A button on the controller.
Does anyone have any ideas?
r/oculusdev • u/Big_Description_9269 • Jan 26 '26
How can I bypass this with only one controller please help
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r/oculusdev • u/Total-Efficiency-605 • Jan 23 '26
I am trying to reverse engineer this so it will connect to a different ip and not its servers
drive.google.comr/oculusdev • u/Top_Preparation_2340 • Jan 22 '26
Meta horizon suggestion
I am a big fan of the fnaf games and i have help wanted 1 i always wanted help wanted 2 so help wanted 2 is my suggestion for nexts month games