SLR provides 5K 60FPS videos for Oculus Go
We’ve discovered that the Oculus Go is capable of playing files with the specs 4800x2400 at a 60FPS framerate. We have started to encode files using these limits, starting with From Shower To Bed from SexBabesVR and this Darcia Lee scene from SinsVR. Re-encoding is a slow process but new videos will be added automatically.
That’s the situation as it stands right now. This is what led up to it.
At first, we calculated that the Oculus Go’s decoding capacity was defined by its chipset specs as 4096x4096x30FPS = 4096x2048x60FPS = 503,316,480 checksum - this works for every other decoder in the GPU or chipset. If the video resolution is higher than can be supported, the decoder either doesn't play the video (as with the Snapdragon S8/S9), jitters (PS4) or drops frames to keep to the checksum of the given specs (GPU, Go). This new 2400p standard is 27% higher quality.
After some discussion on Reddit we offered 5760x2880x30FPS quality files, but these were rejected by the majority of users. Instead, we decided to use our Snapdragon format 3840x2160@60FPS in both h264 and h265, which results in a 497,664,000 checksum and is 98.87% of the 503,316,480 maximum. The format is a bit different because we have different resolutions coming from various content producers so we adjust it to the original specs, but in the end it's projected on a sphere so horizontal and vertical match and provide maximum pixel density.
Things got different with the Oculus Go. Qualcomm did some unannounced changes to their chipset (which weren’t even announced to Oculus) and Oculus lifted the limitation of 4096px maximum height to support Carmak's 5K 30FPS, a Reddit user discovered that the actual performance increased to 4800x2400x60FPS. Another strange thing is that the Go is compatible with 2400p only with the h.264 codec - h.265 has the same 4096x2048@60FPS limitations. The whole thing became clear to our team this week and we are currently working with it.
Also note, another issue is that 4800x2400x60FPS is currently only available using the native Oculus Gallery application which is one system's layer down compared to any other Go video player, including the SLR app. We are in touch with Oculus dev team about hacks to have 4800x2400x60FPS playback in our app. We provide 2400p for downloads, but we still need to use 2160p for streaming in the SLR app.
Right now we are working on Oculus Go 4800x2400@60FPS download files and finishing off our findings to make a separate announcement and credit Reddit user Colonel_Izzi for their discovery. Apologies for the confusion in our previous blog post about the Go specs. What has happened is an anomaly and previously we had strong evidence from the Oculus support team that 4800x2400@60FPS was not supposed to be played without frameloss.
We’ve also discovered that it’s possible to watch 5k video on your Android phone, with GearVR or Oculus Go. It’s common knowledge that American phones with the Snapdragon chipset can't do higher than 4096px, and cuts off around 25% of video quality. However, it’s now possible to watch 5K (5400x5400p) scenes on your phone using Viewport with the SLR app.
To stream 5k and above on any Android device, we cut the video into 100 pieces, in two quality layers. Then we simultaneously play around twenty of these pieces for the area you are looking at.
Once you are in the app navigate to the Viewport tab in the bottom-left of the screen. This technology brings 5K and 6K videos to all Snapdragon chipsets that were previously only capable of 4K playback. A Windows version is coming soon and we are proceeding with encoding the entire SLR library for using with Viewport.
This means we will be able to stream 8K+ at 60FPS, although it's not efficient to stream any higher than 5K on the Go and Snapdragon phones. The Viewport app is already available for Oculus Go, GearVR, Daydream and Cardboard.