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Inspiring
November 13, 2020

Quest 2 / Quest Build 23.0 Release Notes

These features and enhancements will become available starting on 11/13/2020



Oculus Move

  • From slashing boxes in Beat Saber to mowing down zombies in Arizona Sunshine, you can now keep track of the estimated calories you burn and how long you’ve been physically active across any app or game in VR with our new platform feature, Oculus Move
  • Oculus Move allows you to set daily goals and track progress based on estimated calories burned and time spent being physically active in VR.
  • Please note, Oculus Move is rolling out gradually starting next week, so some users may not see this feature right away.

Quest 2 Frame Rate

  • With this release, Quest 2 headsets can now run natively at 90 Hz by default. This higher frame rate has been shown to provide a smoother visual experience and improve your time spent in VR overall.
    • To start, system level software will run at 90 Hz. Additional app adoption is based on developer discretion. Developers will have full-access to this feature as part of the upcoming SDK release.

Voice Commands

  • You can now access your Voice Activity in your headset. This means that you’ll be able to view, hear and delete your voice interactions while you’re still in-VR. To manage your voice activity:
    • Put on your Quest or Quest 2 headset, then select Settings > Voice Commands > Activity Log
  • You’ll still be able to access your Voice Activity from your mobile app or from the Oculus website as well.

Voice Dictation

  • Automatic punctuation: No more saying ‘comma’ or ‘period’ when you want to add punctuation to your dictation. In this release we’ve added automatic punctuation and capitalization to Voice Dictation, making it easier and more efficient to type with your voice.
    • As you speak, dictation will automatically fill in periods, commas, question marks and capitalization. Afterwards, you can give us a thumbs up or thumbs down to provide feedback on your experience.
      • Note: This experience will gradually roll out to English speaking users in the US & Canada.
  • Dictation from the Search bar: Voice Dictation will now be conveniently integrated within the Oculus search bar. Instead of triggering dictation from the keyboard, you can now quickly find it in the Search bar where your query will auto-submit so you can get your search result within seconds.
    • Note: This experience will gradually roll out to English speaking users in the US & Canada.

Voice Commands, Voice Dictation & Predictive Text availability

  • All three features will now be available to English speaking users in Canada.
    • Please note these features will be rolled out to English speaking users in Canada gradually over time.

Accessibility

  • To help improve the readability of text in-VR, you now have the option to adjust the font size for text that appears in your headset. To do this, select Settings > Device > Text Size.

Mobile App

  • We’ve updated the Oculus mobile app to allow you to seamlessly launch app content the next time you put on your headset. This means that the next time you see a challenge you want to join or an event you want to attend in the mobile app, you can save it and have it show up in your headset.
    • Please note this feature is currently an experiment and may not be available to all users at this time.

System

  • We’ve made software enhancements to both Quest and Quest 2 to reduce latency and improve your in-VR experience.

In-VR Experience

  • To help keep you comfortable from anywhere in VR, you can now grab and move both the keyboard and menu bar to a more optimal position for your situation.
  • With this release we’ve introduced the ability to complete additional tasks from within an app without having to return to your Home. This means that sending friend requests, sharing media, making in-app purchases and more can be completed without leaving your current app or experience.
    • Please note, this feature is dependent on developers implementing Focus Awareness and updating their SDK to v23.
  • We've also rolled out the new universal menu bar to all first-generation Quest headsets.

Education

  • We know it can be overwhelming for new users to enter VR for the first time, so we’ve created some new features to help. These include:
    • Getting to Know your Quest: A series of mini tutorial experiences to introduce you to the basics of VR.
    • Progress bar: See which tutorials you’ve completed and what you can do next.
    • Achievements: Just like your favorite apps and games, get achievements for completing tutorials and leveling up the time you spend in-VR.
      • Please note that these features are part of an experiment and may not be available to all users at this time.

Browser

  • You can now seamlessly upload and download files to and from your headset via Browser. Upload a video to YouTube, download photos from Dropbox, or share files via Google Docs, all without ever having to leave VR.

Bug Reporting

  • We’ve introduced the ability for you to let us know when something isn’t working by reporting a bug. Bug reporting helps us recognize issues and make adjustments to improve your overall in-VR experience.
    • To report a bug, select Settings > About > Report a Bug or visit Quick Actions and select the Bug Reporter Icon.
    • Please note, the Bug Reporter is rolling out gradually, so some users may not see this feature right away.
    • Also please note, Oculus Support does not respond to bug submissions. If you need assistance, please contact our support team directly.

Quest apps on Quest 2

  • If you had a Quest headset and upgrade to a Quest 2, you’ll now have the option to automatically download your previously downloaded apps from your Quest when you finish setting up your Quest 2.
    • Note: You can always re-download apps associated with your account on a new device, this specific update streamlines the process by surfacing the option to download multiple apps at the end of your Quest 2 setup.

Quest Display

  • We’ve improved the Pixel density for Quest, leading to improved image resolution.
    • This enhancement is for the first-generation Oculus Quest only.

Casting

  • Sharing what’s happening in your headset just got even easier with web casting. With this update, we’ve enabled casting to oculus.com/casting on a desktop web browser such as Google Chrome or Microsoft Edge
  • When casting to the Oculus App on iOS and Android, you can now record what’s being cast directly on the phone where it will save to the device’s camera roll.

Fixes
  • We’ve made improvements to Guardian to reduce unintended drift or positional movement.
  • We’ve fixed a bug that caused some larger apps to fail to download.
  • We’ve fixed a bug that caused some headsets to go into sleep mode while actively watching video in media apps.
    This topic has been closed for replies.

    229 replies

    Honored Contributor
    November 16, 2020



    TomCgcmfc said:


    Does anyone know if the latest v23 update has fixed the Q2 going into sleep mode every 2 minutes (unless you move your head around a lot)?  This was happening with Prime Video and meditation apps like Tripp.  Thanks.



    Try reading the patch notes.


    Thanks I already read that in the v23 patch notes.  I was just wondering if anyone with a Q2 can confirm this has actually fixed the problem.  This was one of the reasons I sent my Q2 back to the Oculus store for a refund.  I'm back to my Q1 which after the v23 update seems to be working better than ever.  I still miss the Q2 clarity for watching media though.
    • We’ve fixed a bug that caused some headsets to go into sleep mode while actively watching video in media apps.
    i9 13900K water cooled, RTX4090, Z790 MB w/wifi6e, 64Gb 6400 ram, 2x2TB SSD, 1000W PSU, Win 11, QPro, Q3, w/Link and Air Link, Vive Pro1 with 2x2.0 base stations, Etsy lens mod and Index Controllers
    New Participant
    November 17, 2020
    Awesome! Perhaps I will receive it by Feb 25th 2034.
    Participant
    November 17, 2020
    Is the tracking lost / black screen / screen freeze issue when waking up finally fixed?
    Inspiring
    November 17, 2020

    TomCgcmfc said:



    This sucks that they didn't make the quest one have the option to make it 90hz. Alot of ppl paid a lot for it and  even if you sell it now. You are losing money because resell is low. Make quest one 90hz damnnn it! 


    This has been discussed quite a few times over the last year or so.

    Carmack mentioned in his keynote at OC6 Sept1919 that the FCC certification Oculus filed limits the refresh rate to 72 Hz. He said the panel can go higher, but because that would void their FCC certification, they can’t allow it. He also mentioned that had they didn’t want to allow a higher refresh rate when filing because most developers would have too hard a time optimizing or even being able to deliver experiences that could hit a higher frame rate.  I think a lot of this is also due to the weaker Q1 mobile chip.  So, I kinda doubt that we are ever going to see 90hz on the Q1.

    Obviously, the more powerful Q2 chip, together with fast lcd panels has raised the bar and Carmack said this year that the Q2 panels were actually capable of 120hz but he did not see this being practical.  This is because higher refresh rates takes more processing power.  With Link now coming out of beta and offering 72/80/90hz options for the Q2, it will be interesting to see what people think.  On a properly controlled Blind Test I doubt that many could tell the difference imho.


    If you can tell the difference between 90 and 120 Hz / FPS on a 2D monitor (you'd have to be blind not to), then you can definitely benefit from 120 Hz in VR. Just people people aren't consciously aware doesn't mean it isn't helping them. Especially with regards to flickering due to low persistence. The difference between 90 and 120 Hz is large. Put it this way, 60 Hz AC, invented by Nicola Tesla, was determined to be the minimum frequency at which street lights stop flickering. But if you know anything about how lights work, a 60 Hz AC signal drops below negative voltage for half its period, so they use rectifiers. This makes a 60 Hz AC signal 120 Hz. So you need 120 Hz minimum to have acceptable flickering. Even if you're not consciously aware of the flickering of the backlight, it's there, and it causes ergonomic issues after long periods of watching it. Even on a 2D monitor, anything less than a 240 Hz PWM frequency used to dim the LED backlight is considered non-ergonomic. And while most people don't use VR anywhere near as long as they sit in front of their monitors (all day, basically), in VR the headset encompasses much more of your field of view, especially in the periphery where flicker is more objectionable and noticeable. If you turn your eyes to the side in your headset you will notice flickering, just like you do when you watch low PWM flickering on a 2D monitor. 

    There's a reason why ULMB is only activated by monitor makers at a minimum of 120 Hz refresh rate: because anything below that (including 90 Hz) induces eye strain and headaches in lots of people. This has been studied, a lot. In fact the point at which flickering stops being noticeable entirely in your peripheral vision is around 500 Hz. This is why 480 Hz or ahigher PWM backlight dimming frequency in monitors is considered ergonomic. All this stuff has been studied.

    There is no reason Oculus can't refile the Quest 1 and 2 to get re-certified for 90 Hz or 120 Hz, they just choose not to. On PC, there is no performance reason to not enable 120 Hz, many graphics cards can manage that even at native resolution in many games. So I suspect the real reason we will never see official 120 Hz on the Quest 2 has nothing to do with the FCC but everything to do with promoting standalone apps instead of Windows-based VR games. Hence they will stay with what the XR2's GPU can manage more easily, 90 Hz. But, that said, most these standalone games focus on gameplay with graphics a (far distant) secondary concern, so I believe many could manage 120 FPS / Hz.

    To get 120 Hz on the Quest 2, or 90 Hz on the Quest 1, that will likely only happen if hackers do it.
    New Participant
    November 17, 2020
    I'm still stuck on v20 on quest 1 :(
    Up and Coming
    November 17, 2020
    Yup me too. Waiting for an update has never been this hard.
    New Participant
    November 17, 2020
    Same here running v20 with quest 1
    Honored Contributor
    November 17, 2020



    TomCgcmfc said:



    This sucks that they didn't make the quest one have the option to make it 90hz. Alot of ppl paid a lot for it and  even if you sell it now. You are losing money because resell is low. Make quest one 90hz damnnn it! 


    This has been discussed quite a few times over the last year or so.

    Carmack mentioned in his keynote at OC6 Sept1919 that the FCC certification Oculus filed limits the refresh rate to 72 Hz. He said the panel can go higher, but because that would void their FCC certification, they can’t allow it. He also mentioned that had they didn’t want to allow a higher refresh rate when filing because most developers would have too hard a time optimizing or even being able to deliver experiences that could hit a higher frame rate.  I think a lot of this is also due to the weaker Q1 mobile chip.  So, I kinda doubt that we are ever going to see 90hz on the Q1.

    Obviously, the more powerful Q2 chip, together with fast lcd panels has raised the bar and Carmack said this year that the Q2 panels were actually capable of 120hz but he did not see this being practical.  This is because higher refresh rates takes more processing power.  With Link now coming out of beta and offering 72/80/90hz options for the Q2, it will be interesting to see what people think.  On a properly controlled Blind Test I doubt that many could tell the difference imho.


    If you can tell the difference between 90 and 120 Hz / FPS on a 2D monitor (you'd have to be blind not to), then you can definitely benefit from 120 Hz in VR. Just people people aren't consciously aware doesn't mean it isn't helping them. Especially with regards to flickering due to low persistence. The difference between 90 and 120 Hz is large. Put it this way, 60 Hz AC, invented by Nicola Tesla, was determined to be the minimum frequency at which street lights stop flickering. But if you know anything about how lights work, a 60 Hz AC signal drops below negative voltage for half its period, so they use rectifiers. This makes a 60 Hz AC signal 120 Hz. So you need 120 Hz minimum to have acceptable flickering. Even if you're not consciously aware of the flickering of the backlight, it's there, and it causes ergonomic issues after long periods of watching it. Even on a 2D monitor, anything less than a 240 Hz PWM frequency used to dim the LED backlight is considered non-ergonomic. And while most people don't use VR anywhere near as long as they sit in front of their monitors (all day, basically), in VR the headset encompasses much more of your field of view, especially in the periphery where flicker is more objectionable and noticeable. If you turn your eyes to the side in your headset you will notice flickering, just like you do when you watch low PWM flickering on a 2D monitor. 

    There's a reason why ULMB is only activated by monitor makers at a minimum of 120 Hz refresh rate: because anything below that (including 90 Hz) induces eye strain and headaches in lots of people. This has been studied, a lot. In fact the point at which flickering stops being noticeable entirely in your peripheral vision is around 500 Hz. This is why 480 Hz or ahigher PWM backlight dimming frequency in monitors is considered ergonomic. All this stuff has been studied.

    There is no reason Oculus can't refile the Quest 1 and 2 to get re-certified for 90 Hz or 120 Hz, they just choose not to. On PC, there is no performance reason to not enable 120 Hz, many graphics cards can manage that even at native resolution in many games. So I suspect the real reason we will never see official 120 Hz on the Quest 2 has nothing to do with the FCC but everything to do with promoting standalone apps instead of Windows-based VR games. Hence they will stay with what the XR2's GPU can manage more easily, 90 Hz. But, that said, most these standalone games focus on gameplay with graphics a (far distant) secondary concern, so I believe many could manage 120 FPS / Hz.

    To get 120 Hz on the Quest 2, or 90 Hz on the Quest 1, that will likely only happen if hackers do it.


    Sorry mate but that all seems a bit fishy to me.  For starters, with my pretty good PC  (i9 9900k water cooled, gtx 1080ti) and with my1080p 144hz gaming monitor, I do not see any difference  in refresh settings above 100Hz. with any 2D games/sims. 

    I don't have a problem with my 60Hz Oculus Go or 72Hz Quest 1.  Both look fine to me and I certainly do not get air-sick or suffer eye strain with either of these.  Increasing the refresh rates on either or these is just going to degrade performance imho.  I have already seen this with a few Go apps that let you boost from 60 to 72Hz.  This is also the reason why a 80Hz Rift S gives similar performance with its higher resolution than a 90Hz Rift cv1.

    Reddit kiddies might say they notice a big difference between 72Hz and 90Hz with their Q2's but I did not notice this with my Q2 (pre v23 sidequest hacked) compared to my 90Hz Rift cv1 or Vive Pro.

    Same goes for IPD.  My properly optician measured IPD is 69.0mm and I have not had any problems or any so-called IPD related eye strain problems with any IPD-limited Oculus headsets, including Go, Rift S, Q2.  Again, many Reddit kiddies seem to think that even 1-1.5mm difference in IPD makes that much difference.

    Might be because of my old fart eyes, or maybe because I'm not looking for problems, lol!
    i9 13900K water cooled, RTX4090, Z790 MB w/wifi6e, 64Gb 6400 ram, 2x2TB SSD, 1000W PSU, Win 11, QPro, Q3, w/Link and Air Link, Vive Pro1 with 2x2.0 base stations, Etsy lens mod and Index Controllers
    Participant
    November 17, 2020
    Got v23 pushed to my headset (officially) a few hours ago and while 90hz is nice, there is a fair bit of lag that appears while scrolling menus, especially in the settings menus. It also changed my home environment and turned off hand tracking, which I guess is no big deal. Gotta run up some more playtime though... ha
    Honored Contributor
    November 17, 2020
    Just got v23 on the Q2 headset . Still waiting for the PC update but tried Link anyway. Wow! what a difference! The desktop is so crisp and smooth now with no compression artifacts :)
    Half Life Alyx was a solid 72 fps on 2K resolution, looking sharp and detailed. 
    They have worked some magic with this update.
    Intel Core i7 6700K @ 4.5GHz. Asus-Z170-PRO MB - Nvidia RTX 3080 ti - 16GB DDR4 2666MHZ HYPERX SAVAGE.