

Also removing the audio track can help with video playback performance. Also using the OES rendering option in AVPro Video will help with performance. The Oculus headsets also let you adjust the CPU and GPU levels to give it more power - it might be worth trying this too. Changing the codec to H.265 might also be useful to try as some headsets are optimised for this codec. You might want to try lowering the bit-rate that you encode it with, or lowering the resolution to something like 4096x2048. It sounds like the VR headset is struggling to decode the video fast enough. We are using the AV Pro plugin version 1.9.6 and Unity version 2018.2.13f1Īny ideas for how we might resolve this issue?įor the "pixel artifacts" issue - I'm not sure what this could be. The video files we are working with are about 2 to 3gb in size each. Otherwise, if we set the system audio output to the Rift BEFORE starting the app, all the audio and videos work fine without any errors. File not found, codec not supported, video resolution too high or insufficient system resources. In addition, if we have noticed that if we try to change the system audio output from the external headphone jack to the Rift while one of the AV Pro videos is playing, we get the following error: We have also tried using Direct Show, but in that case the videos do not load or play at all. We have also tried using Audio mode: Unity, along with the Audio Output module, and still the audio does not go to the Rift.

Currently we are using Media Foundation with the following settings: We have tried all the suggestions from the documentation. All other audio in our project is correctly redirecting to the Rift as it should. For instance, if the system audio is set to the system headphone jack, it does not get redirected to the Rift headphones, and only plays through the system headphone jack. The first problem is that the audio from the video does not always get redirected to the Oculus Rift headphones automatically. Hello, we are having some issues with using your plugin with Oculus Rift for 360 4k videos. None of the above issues occur on Androids ExoPlayer, So i think the issues are with MediaFoundation (or by design) rather than with the plugin, but wanted to confirm this with you. I have tried to use DirectShow for displaying my videos in the editor, but this doesn't support HLS streams natively. On the first playback of a video the quality won't go above 1080p, only after it has done a complete playthrough will it even attempt to load 1440p or 4k variants, and will never attempt to load a higher quality of the first segment than the lowest supported quality (in my case the first segment will *always* play in 360p). Video's don't loop well on MediaFoundation, there is always about a second delay between the last and first frame. There is no option through AVPro that has effect on this behaviour right? Something like a toggle between "Always load lowest first" or "load first EXT stream"? If there is no such option can we expect it in the future? (Ofcourse this would require MF player to have such a setting, and that it isn't done by design in the MF player). As per Apple's HLS specification it should load the first segment from the topmost stream.

#Av pro video formats download
m3u8 file, despite having the bandwidth and speed to download it (tested by removing all other quality options but 4k). Ignoring the #EXT-X-STREAM that is highest in the hierachy of the main. When attempting to play a HLS stream using mediafoundation in the Unity Editor the stream will *always* start at the lowest quality option. There are some issues while using MediaFoundation to playback videos using HLS in the editor Have you any idea for this problem ? Unfortunately, I need to resolve it quickly. the video "display" (from stereo to mono) the duration of my video (from 1 second to 10 seconds)

Here are my big changes in my project after my last issue. I tested in a empty scene with the media player and auto-open / auto-play checked and the problem wasn't there. Perhaps is it the cause of the issue (the video will not have enough time to be loaded) ? So now, I open & play my video at runtime. "I check the option "Persistent" and manage the media player with my own scripts because I have several scenes with their own video." I tested with media player and exo player I display the video inside a sphere (equi 360) in mono. I use unity 2017.4.14f1 and AVPro video 1.9.4 (also tested with 1.9.6) On oculus go, my videos have stuttering with a weird effect of "pixels artifacts" when I move the head and this issue is very unconfortable in VR.
