Meta Quest 3 Depth API: Static vs Dynamic Occlusion - Tested & Explained

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  • Опубликовано: 13 янв 2025

Комментарии • 3

  • @GameSims-jb9eb
    @GameSims-jb9eb 11 месяцев назад +3

    As a developer this saves a lot of time understanding the actual pros and cons of these new features and how they might be used in a real application. Excellent demonstration!

  • @KristianWant
    @KristianWant Год назад +4

    Great video, really clear and fun, thanks!

  • @Robbie_B
    @Robbie_B Год назад +4

    Great video.
    Is this something that Meta is looking into?
    I'm slightly confused as to why they never had this optimised and had it active on release! Why wouldn't they take advantage of the depth sensor's full potential?
    Do you think that the Quest 3 has the horsepower to implement this on a more accurate level, I.e. less feathering and better smoothing etc?
    Thanks