Deployment
Platforms and compatibility
Current implementation and validation coverage across engines, graphics APIs, and devices.
Current matrix
| Host or platform | Integration | Status |
|---|---|---|
| macOS / Metal | Unity 6 | Implemented and validated |
| Windows / D3D11 | Unity | Local playback and seeking manually validated |
| Windows / D3D12 | Unity | Local playback, seeking, adaptive streaming, and build validation completed |
| Android ARM64 / Vulkan | Unity on Quest 2 and Quest 3S | Implemented and functionally validated |
| macOS ARM64 / Metal | Unreal Engine 5 (tested with 5.8) | Runtime and authoring implemented, tested, and validated |
| Windows / D3D11 and D3D12 | Unreal Engine 5 (tested with 5.8) | Runtime and authoring implemented, tested, and validated |
| Linux | Engine-neutral native core | Portable build and automated tests |
The same OpenVolumetric MP4 is used across engines and platforms.
Media codecs
- Texture video: HEVC or H.264, selected by the authoring preset.
- Geometry: Draco complete meshes and optional sequential Draco position updates.
- Audio: conventional MP4 audio decoded to PCM.
Codec availability and performance depend on the FFmpeg build and target device. Quest currently uses software video decoding.
Generic media players
Conventional video and audio can be extracted without re-encoding. Generic playback of a complete OpenVolumetric file varies because vvge is a custom data track. VLC does not reliably advance beyond the first fragment for some fragmented files; use an audio/video-only stream-copy preview when conventional-player compatibility is required.
Validation language
“Implemented” means the code path exists. “Validated” describes the configurations manually exercised by the project. Neither term implies certification across every device, driver, engine patch release, network, or source dataset.