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    Meta Developers Blog

    developers.meta.com · Company blog · on HN since 2024

    Meta's developer blog covers VR, AR and wearables, including Horizon tools, Oculus Go, smart glasses, and AI-assisted app building.

    Visit blogHN submissions
    Hardware & ElectronicsTech IndustryProgramming
    What HN says

    HN links it for Meta's developer announcements, such as unlocking the Oculus Go and building apps for Portal with AI.

    Stats for nerds
    15HN people shared it
    7linked in comments
    13story points
    Jun 2026last shared
    2024people per year2026

    Top posts on HN

    1. 1
      Meta Wearables Device Access Toolkit
      2 people · 4 points · first shared 2025 · 1 comments on HN
    2. 2
      Meta 3D AssetGen 2.0: A new foundation model for 3D content creation
      1 person · 3 points · first shared 2025 · Discussion on HN
    3. 3
      Meta Horizon Creator Competition: Open-Source Champions
      1 person · 2 points · first shared 2025 · 1 comments on HN
    4. 4
      Meta Horizon Engine at a Glance
      1 person · 2 points · first shared 2025 · Discussion on HN
    5. 5
      Meta Horizons: Our Renewed Focus in 2026
      1 person · 1 points · first shared 2026 · Discussion on HN
    6. 6
      Build for display glasses starting today for Developers
      1 person · 1 points · first shared 2026 · Discussion on HN
    7. 7
      Unlocking oculus go
      3 people · first shared 2025
    8. 8
      Introducing application spacewarp
      1 person · first shared 2024
    9. 9
      Building 2d apps on the meta horizon store
      1 person · first shared 2024
    10. 10
      Os compositor layers
      1 person · first shared 2026

    What HN people wrote when they linked it

    • vlovich123Nov 2025

      At least when we implemented this in the first version of Oculus Link, the way it worked is that it was distorted (AADT [1]) to a deformed texture before compression and then rectilinear regenerated after compression as a cheap and simple way to emulate fixed foveated rendering. So it’s not that there’s some kind of adaptive bitrate which applies less bits outside the fovea region but achieves a similar result by giving it fewer pixels in the resulting image being compressed; doing adaptive bitrate would work too (and maybe even better) but encoders (especially HW accelerated ones) don’t support that.

      Foveated streaming is presumably the next iteration of this where the eye tracking gives you better information about where to apply this distortion, although I’m genuinely curious how they manage to make this work well - eye tracking is generally high latency but the eye moves very very quickly (maybe HW and SW has improved but they allude to this problem so I’m curious if their argument about using this at a low frequency really improves meaningfully vs more static techniques)

      [1] https://developers.meta.com/horizon/blog/how-does-oculus-link-work-the-architecture-pipeline-and-aadt-explained/

    • throwaway89201Nov 2025

      I bought an Oculus Go last year for € 30. Its support has been dropped for quite some time, and you can only activate developer mode and sideloading through an old version of the Meta Horizons app [1]. But if you do that, there are 71 GiBs of games to explore on the Internet Archive [2]. Some need patching to remove an online check to a server that no longer exists, but that is easy enough to do with a (regrettably Windows) tool someone published.

      The Go is not the best headset of course, but the games are a different style because of the 3DoF tracking without camera's. Somewhat slower paced and sitting down. A style I personally like more.

      You can also unlock the device to get root on it [3], which is quite neat, although there doesn't seem to be any homebrew scene at all. Not even the most bare-bones launcher that doesn't require a Meta login.

      [1] That doesn't even seem intentional, but it does mean that once the old version of the app can't communicate with Meta servers anymore, any uninitialized Go turns into a brick.

      [2] https://archive.org/details/gear-vr-oculus-go

      [3] https://developers.meta.com/horizon/blog/unlocking-oculus-go/

    • jayd16Oct 2024

      Spacewarp takes the motion vectors and depth buffer and generates new frames from the extrapolated motion. Its detailed here. https://developers.meta.com/horizon/blog/introducing-application-spacewarp/

      > For the latter, as I mentioned, the extrapolation is not on velocity: you still compute regular game ticks but by holding the input constant. This is quite different from extrapolating velocities.

      Replicating velocity is fairly common. Unreal's character movement replicates velocity and not inputs. I would personally argue that even doing a full game tick with replicated velocities is extrapolation. I'm not sure what the distinction would be or what counts as a full tick with error correction vs local extrapolation per tick with error correction.

    • spookieApr 2026

      > I've got some web applications I wrote that run perfectly on the MQ3, especially after I got target sizes up to WCAG AAA level and it is fun to put the headset on and crash out on the couch and get things done

      One way to have better text in VR for 2D content is to make use of OpenXR composition layers:

      https://developers.meta.com/horizon/documentation/unreal/os-compositor-layers/

      Don't worry, not Unreal specific. Hope it helps you out!

    • jsheardOct 2024

      > Meta's Horizon OS is Android, so they could basically just do the same.

      They just announced they're doing that: https://developers.meta.com/horizon/blog/building-2d-apps-on-the-meta-horizon-store/

      AFAICT there won't be Play Store support though, so devs will have to publish their 2D Android apps specifically to the Quest store.

    • zbowlingJun 2026

      The blog post with the details on our update today which is a bit more complete than Boz's video: https://developers.meta.com/horizon/blog/build-apps-for-portal-with-ai/

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