GodotVR / godot_oculus_mobile

Godot Oculus mobile drivers (Oculus Go / Oculus Quest)
MIT License
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ovr_display.get_supported_display_refresh_rates() returns only 60hz and 72hz on Oculus Quest 2 #136

Closed mikotalik closed 3 years ago

mikotalik commented 3 years ago

While tinkering with the Oculus Mobile Demo I noticed that it's running in 72hz mode on the Quest 2 despite the line setting it to 90hz if ovr_system.is_oculus_quest_2_device() is True:

This line: print("Display refresh rates: " + str(ovr_display.get_supported_display_refresh_rates())) prints [60,72] and not [60,72,90] as it should (and it should list even the 120hz mode which you can turn on in experimental settings on the Quest 2)

I'm running the newest v31 Quest OS version and I'm using the 3.0.1 version of the plugin from where the example is

Wavesonics commented 3 years ago

Probably you are missing the manifest declaration that you support Quest 2

mikotalik commented 3 years ago

After adding this line into AndroidManifest.xml, it still does not work. I'm probably missing something:

`

`

I got it from https://developer.oculus.com/documentation/native/android/mobile-native-manifest/

mikotalik commented 3 years ago

I probably found the issue. I was not using custom build. Enabling it throws error General error during semantic analysis: Unsupported class file major version 60 which probably means I have to upgrade Java. Closing