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When I submit my app to the store for review, I'm getting a fail report for framerate not staying at 90fps. I'm not sure why report is happening. My app replicates exactly what is happening on the Oculus video player. During scene changes, the framerate drops, but immediately returns to 90fps. During video playback Voyeur VR stays at 90 fps and even maintains a higher performance headroom than Oculus's player. When testing my app with your debugger the app played at 90fps and I'm not seeing anything with fps drop. I've attached screen captures of your app's performance and a picture of my app's performance through the lens.
So we are understandably confused. We have tested the app on multiple systems from the minimum system requirements to maximum. The FPS on Voyeur VR remains at a steady 90 FPS. So we need to see a screenshot from your evaluators with Voyeur VR playing a video at less than 90 FPS. We are not trying to insult you, its just that we have yet to see the error.
Also do you have anyone that can call us? Or live chat? Do you have any form of communication with developers?
Also we have tested the Entitlements check and it works on our end. So we need communication from you or a real tech report that delivers more info than just an elementary school form of pass/fail.
I'm not certain what I need to do and would appreciate any help as to fixing the problem so that I can get my app published to your store.
Your request (#289351) has been solved. To reopen this request, reply to this email or click the link below:https://tickets.oculus.com/hc/requests/289351
Hannah (Oculus Support)
Dec 12, 2:09 PM PST
Thanks for reaching out and sorry for the delay in our response. When did you receive the test results that you listed below? I just took a look at your test results and it looks like the only things our QA team caught were the frame rate issues and also an entitlement issue. Here are the notes that they left regarding your app:
"It appears that your app does not support entitlement checks to prevent unauthorized use of your content." You can find documentation on how to add entitlement checks here: https://developer3.oculus.com/documentation/platform/latest/concepts/dg-core-content/#dg-cc-entitlements
"Your app should maintain a frame rate of 90 FPS most of the time. Frame rate is consistently around 30 - 50 FPS during video playback." We can only pass an app that maintains 90 FPS throughout the entire app experience. Unfortunately they did not leave notes when this specifically occurred. Regardless of where it was identified, please make sure that frame rate is met throughout the entire app experience.
Hopefully this helps, but let me know if anything else comes up.
Thanks, Hannah The Oculus Store
Dec 7, 12:26 PM PST
"We were unable to complete testing due to progression blockers. There's no way to navigate to a different source video folder while in the experience. Videos have to be in the Videos folder for them to be viewable." The Oculus vid player pulls from the video file (aside from streaming). So what the hell do you guys want? Do we need folder source options?> We need this answered today. If you can't answer this today, then we'll start on our vive development and get back to the oculus when ever.
Dec 5, 5:15 PM PST
Hi Oculus Support,
I received initial test results back on my app submission for Voyeur VR. The test says it failed on six items and I wanted to get a little more information on some of the reasons and solutions.
1. Your title takes a long time to render in Skyline or Home. Cannot launch the app from Oculus Home because of a configuration window that appears on the desktop. Launches with a configuration window, preventing the app from booting directly from Skyline or Home.
- Is there a way I could get a screenshot of this occurring? Since I was testing by sideloading the app, a configuration window showed up asking for screen resolution. I assumed this was because of the app being sideloaded. I would just like to check and see if it's the same window so I can disable it.
2. We were unable to complete testing due to progression blockers. There's no way to navigate to a different source video folder while in the experience. Videos have to be in the Videos folder for them to be viewable.
- We have the app set so users put the videos in their videos folder and watch them from there. I'm a little confused on the requirements of this fail. Are we required to have users select videos from anywhere? The video players currently on the Oculus show videos from the videos folder. Is there another folder we're needing to select from?
3. Your app should maintain a framerate of 90 FPS most of the time. Frame rate drops down to around 60 during video playback.
- We should be able to look into our settings on the video player for this. Do you have any information on the type of videos you tested this out on so we can look into settings? Specifically video size, length, and resolution.
When I'm submitting the update to the store, are the steps the same as the initial submission?
Help. I purchased the Oculus Rift for my son from Microsoft for Christmas and his new gaming pc arrived yesterday. We tried to enter the $100.00 Oculus Store Credit but it doesn't follow the format of your Redeem Code and it will not work. I spoke with Microsoft and they directed me to you. Some assistance please.
Hey, welcome to the new Store Submissions forum!