Oculus recently updated their SDK to version 1.8. Included in the release are two features, the Guardian System being a stand out item:
- Oculus now provides a boundary system. When a user gets too close to the edge of the boundary, translucent boundary markers are displayed in a layer that is superimposed over the game or experience. For more information, see Oculus Guardian System.
- Added AdaptiveGpuPerformanceScale. The value is calculated as desired_GPU_utilization / current_GPU_utilization. When it is 1.0, the GPU is performing optimally. When this drops below 1.0, consider the resolution and other changes to improve frame rate.
What is the Oculus Guardian System?
The Oculus Guardian System is designed to display in-application wall and floor markers when users get near boundaries they defined. When the user gets too close to the edge of a boundary, translucent boundary markers are displayed in a layer that is superimposed over the game or experience.
The following image shows the Guardian System activated. Note the floor boundaries (lines) and the wall boundaries (crosses):
For game developers, this is a pretty exciting change. It will allow the developer to adjust the game to the physical size of the play space. The application can make an API request to get the outer boundary and play area. The outer boundary is the area that the user defined during their configuration. The play area is a rectangular space within the outer boundary. With this information, the application can set up a virtual world with "barriers" that align with reality. For example, you can adjust the size of a cockpit based on the user-defined play area. The barriers can be real-world barriers that match the look and feel of the game, rather than an overlay solution the HTC Vive currently employs.