Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Properly handling VR headset #75

Open
ema2159 opened this issue Jul 26, 2021 · 2 comments
Open

Properly handling VR headset #75

ema2159 opened this issue Jul 26, 2021 · 2 comments
Labels
bug Something isn't working investigation

Comments

@ema2159
Copy link

ema2159 commented Jul 26, 2021

Hi! I am currently working with an Occulus Quest 2 and I am trying to use detect-gpu for 3D visualization in order to manage the level of detail of the meshes that will be loaded in the scene. However, it seems that detect-gpu doesn't handle this type of device properly, since, besides the GPU field, all the other fields don't give correct information. The one field that has the biggest impact is the isMobile one since it is being labeled as false but a VR headset's hardware is much closer to a mobile device than a PC.

Is there something to be done?

@TimvanScherpenzeel
Copy link
Collaborator

Hi, thanks for your report. Could you provide me the output you are currently getting, the user agent of the Occulus Quest 2 and the expected output? You can use https://webglreport.com/ to get all of those.

@ema2159
Copy link
Author

ema2159 commented Jul 27, 2021

I think I see the problem. The issue is that the Oculus browser has two modes, a "Desktop" and the "Mobile" modes, which makes it difficult to properly manage. This is the UA given by the Oculus:

Mozilla/5.0 (Linux; Android 10; Quest 2)
AppleWebKit/537.36 (KHTML, like Gecko)
OculusBrowser/15.0.0.0.22.280317669
SamsungBrowser/4.0
Chrome/89.0.4389.90
VR
Safari/537.36

Lastly, for the desktop mode this is the given output:

{
"gpu": "adreno (tm) 650",
"isMobile": false,
"tier": 1,
"type": "FALLBACK"
}

and for mobile mode:

{
"fps": 108.3,
"gpu": "qualcomm adreno 650"
"isMobile": true,
"tier": 3,
"type": "BENCHMARK"
}

The thing is, is there any way of being able to properly manage VR devices independently of whether mobile or desktop mode is being used?

@TimvanScherpenzeel TimvanScherpenzeel added bug Something isn't working investigation labels Aug 17, 2021
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
bug Something isn't working investigation
Projects
None yet
Development

No branches or pull requests

2 participants