New Client API to query real-time QoS and network feedback.
New Client API to specify network interface and topology so CloudXR can select optimized QoS settings.
90hz support for Oculus Quest 2 sample client.
Auto-enables the AImageReader decoder.
Major stability improvements to the optimized Android AImageReader decoder.
New flag for Android clients to request linear or sRGB output. Helps address issues with colors being too dark or too bright.
Improved color output on Focus 3 by using linear swapchain instead of sRGB.
New iOS ARKit sample client written in Swift.
Feature parity with Objective C client.
Objective C client is deprecated and will be removed in future public releases.
iOS sample client now publishes its logs to a shared location to allow easy access with ‘Files’ application.
Clients can optionally send a user-defined 64-bit ID with pose updates. The server will return that 64-bit ID with the frame rendered from that pose.
Clients can optionally update the headset projection parameters and send revised IPD in pose updates.
Server can be pre-configured for a client device to allow starting server application prior to any client connecting.
Removed auto-reconnect from sample clients when connection fails.
Removed support for cloud anchors in ARCore sample.
Improved stability for Oculus Quest 2 and HTC VIVE Focus 3 sample applications.
Fixed iOS sample client library paths.
Removed the default Cloud API key from ARCore sample manifest.
Oculus client sample is now updated to Oculus Mobile SDK 1.46.
ARCore client sample is now updated to ARCore SDK 1.26.
WaveVR client sample is now updated to WaveVR SDK 4.1.1.
Android 64-bit builds are now the default, and 32-bit support has been deprecated.
HTC VIVE Focus 3 support has been added to the WaveVR client, and HTC VIVE Focus Plus support has been deprecated.
The pre-compiled Oculus client .apk has been removed from CloudXR SDK package.
Android headset sRGB handling has been improved for both Oculus and WaveVR clients, and should now deliver expected visuals.
Android headsets should now exit in cases where they’d seemingly hang. This includes server not responding and server disconnected cases.
Other various bug fixes.
Updated the iOS ARKit sample client.
Improvements include the following:
Fixed viewport rotation warping issues.
Detected planes are visualized to make world origin selection easier.
Short-tap on plane sets world origin to location of touch.
Long-tap resets world origin.
Added sliders for rotation and scaling.
Fixed other issues to improve experience.
Added an audio back-channel to send client input audio (for example, microphone) to the server.
Fixed support for custom audio playback on Android via the RenderAudio client callback.
Updated Android samples to playback and capture audio using the Google Oboe audio library.
Fixed color and gamma handling in Wave VR client.
Updated the Oculus client to use correct color space conversion matrix.
Fixed the transparency issue in the ARCore client where opaque areas were semi-transparent.
Added launch/command-line options to dump the server and client video bitstreams.
Fixed intermittent video corruption on Android devices when using
-tle(Trace Local Events) logging.
Updated foveation support with custom 6x6 downsample filter for improved quality
Updated the Windows SDK from 8.1 to 10.0.17763.0.
Restricted the Oculus VR sample to 72hz currently.
Will support higher refresh rates in future update.
Removed older virtual audio device instances when performing a new CloudXR server installation.
Multiple API changes.
See CloudXR SDK API for more information.
The changes include the following:
cxrSendAudio()for a new audio back-channel.
cxrConnect()to select between the synchronous and asynchronous connections.
An asynchronous connect occurs in a background thread, which keeps the clients responsive during an attempt to establish a connection.
UpdateClientStatecallback to notify the client when a connection state change occurs.
It also provides a reason for connection failure or unexpected disconnect. Removed redundant
cxrReleaseFrameXR()are removed, use the new unified functions instead. ARCore client now must render video frames using
cxrBlitFrame()like the Android VR clients.
Removed the unused
Added client and server support for
cxrControllerType_Nonefor headsets without controllers.
Various other minor bug fixes and optimizations.
In keeping with the highest standards for CloudXR, CloudXR 3.0 will not support the Microsoft HoloLens 2 (HL2).
The previously provided HL2 sample application and supporting client library have been removed.
Added an iOS client sample based on Apple ARKit for CloudXR AR streaming.
Currently, only H.264 is supported.
Updated the WaveVR client sample to WaveVR SDK 3.2.0.
Updated the Windows client sample to use SDL version 2.0.14.
Updated the Android client samples to use Gradle version 6.1.1.
The fix for building a Windows client that has dependencies on some DLLs that were not properly included.
Tweaked streaming parameters to better handle poor networks with high jitter.
Video bitstreams now signal sRGB transfer characteristics in bitstream header.
Various minor bug fixes and optimizations.
The CloudXR server installer now also opens the UDP ports 47999, 48000, 47998, 48005, and 48002 as a temporary workaround while we address connectivity issues that were experienced with some client devices.
Changing Connected Clients¶
The CloudXR server caches the device descriptor of the first connected device, so the server must be restarted when changing to different controllers or a device with a different
Microsoft Remote Desktop¶
Microsoft Remote Desktop is not compatible with CloudXR. See Remote Desktop Software for more information.
Inconsistent sRGB handling on Android¶
Certain Android devices have exhibited issues displaying sRGB output, resulting in banding or a darkened image. In order to mitigate this a new debug flag
cxrDebugFlags_OutputLinearRGBColor has been added which will allow SDK users to switch from sRGB to linear output.
Lifecycle issues on iOS¶
Suspending and resuming the iOS sample application while connected to a server does not work as expected. In order to workaround this the iOS client must be force quit before attempting to reconnect by sliding it off the app carousel.
SteamVR Safe Mode¶
Occasionally, you might see a Safe Mode issue on the server. This error is specific to SteamVR, and here is a workaround:
Switch SteamVR to Beta on the server.
Continue to click Disable Safe Mode until this dialog disappears.
To start streaming, follow this exact sequence:
Start SteamVR on server.
Start VR app on server.
If you do not strictly follow the order, you might face issues.
SteamVR Bone Input¶
These games use bone-based input techniques that CloudXR does not currently support and will not work properly:
In some cases, the Android permission dialogs are not always being displayed at launch on WaveVR devices. This typically results in the app exiting quickly. See WaveVR permission requests for more information about manually enabling permissions after initial launch fails.
HTC VIVE Focus 3 Controller Support¶
Note that the controller support for the Focus 3 is currently mapped through the ‘Oculus Touch’ profile. This means that input should pretty closely match Quest 2 in mapping and overall funtionality, however it has the side effect that when using the Focus 3 with CloudXR, you will see the Oculus Touch controller models. The CloudXR team is working with HTC on the proper long-term solution to fully support their controllers.
Low-Latency Audio Support on Android¶
Some Android devices don’t support Oboe low-latency mode, and to run properly you would need to disable that mode in your client either in general or when specifically detecting a device determined to have audio processing issues.