Any combined actuality app on Quest can now disable the annoying VR-centric security boundary.
Boundary, previously known as Guardian, is actually helpful in digital actuality so you do not go away your playspace and stumble upon furnishings and partitions. However in most combined actuality apps it is superfluous, since you’ll be able to already see the atmosphere round you, and downright annoying as a result of it means you’ll be able to’t make the most of your full room as a playspace.
Since v57 of the Meta XR Core SDK choose whitelisted builders have been allowed to disable this boundary. Now with v66 of the SDK, any developer can do that.
The one “catch” is that the boundary will solely be disabled whereas passthrough is being rendered, ie. in combined actuality. Totally immersive VR nonetheless requires the boundary, which is smart for security causes given you’ll be able to’t see your environment.
It’s possible you’ll be considering a developer might render a tiny slice of passthrough to trick the system to do away with the boundary in almost-full VR. However whereas this technically may work, keep in mind that Quest lowers the CPU and GPU clock speeds when passthrough is lively, so this may come at a notable price to efficiency.
Earlier than Quest 3 launched clips discovered within the firmware steered Meta would exchange the boundary with one thing altogether totally different, a extra clever system that confirmed furnishings and partitions as you approached them. That did not occur, or a minimum of hasn’t but, however within the meantime eliminating the annoying legacy boundary in combined actuality can be vastly appreciated by builders and customers alike.