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thanks for changing this. which sites in your testing (or which issue) does this in particular fix? also, see my comment about WebXR vs. WebVR v1.1.
Sketchfab performance is already unusable on the Oculus Go. we won't be displaying Sketchfab models for the Oculus Go, so hopefully not a huge issue. but users navigating directly to https://sketchfab.com/ and enter VR on the Go will likely be confused. (but, that's a larger issue we should accommodate for in a separate issue and PR.)
@@ -988,7 +988,11 @@ DeviceDelegateOculusVR::RegisterImmersiveDisplay(ImmersiveDisplayPtr aDisplay) { | |||
return; | |||
} | |||
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m.immersiveDisplay->SetDeviceName("Oculus"); | |||
if (m.IsOculusQuest()) { | |||
m.immersiveDisplay->SetDeviceName("Oculus Quest"); |
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to prepare for the WebXR Device API (which intentionally does not expose identifier strings for devices), shouldn't we begin deprecating VRDisplay#displayName
?
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It looks correct compared to Oculus browser.
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👍 good to know that we have parity with the Oculus Browser. in that case, we can defer deprecating the device string until WebXR is implemented (in both browsers) and web-compatibility isn't affected.
@@ -988,7 +988,11 @@ DeviceDelegateOculusVR::RegisterImmersiveDisplay(ImmersiveDisplayPtr aDisplay) { | |||
return; | |||
} | |||
|
|||
m.immersiveDisplay->SetDeviceName("Oculus"); | |||
if (m.IsOculusQuest()) { | |||
m.immersiveDisplay->SetDeviceName("Oculus Quest"); |
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It looks correct compared to Oculus browser.
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per @daoshengmu's comment, this looks good to go.
We are using "Oculus" instead of "Oculus Go" for the WebVR device name.
I found that this affects Sketchfab performance (with "Oculus Go" it uses a lower quality model/shader). Could this affect other engines @fernandojsg, @cvan?
@daoshengmu Please review the correct name.