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Ryanality
Honored Contributor
July 21, 2021

Quest build v31 release notes

These features and enhancements will become available starting the week of July 20, 2021.

Invite to Game

  • We’ve created multiplayer APIs for developers to use with their apps. For any app that opts into this feature, you’ll be able to invite friends or people you’ve recently played with to your game sessions directly from the Quest Universal menu.
  • You will be notified when your friend takes action based on your invite.
  • When you’re invited to join someone through this method, you’ll receive a notification with info about who sent the invite and what app you’re being invited to.
  • You can now view and manage the group of people you’re playing together with right from the Universal menu without leaving the app or experience you’re currently in.

Invite Link

  • We want to make it easier to get your friends into VR with you. One way we’re doing this is by allowing you to create an invitation link which will take anyone who uses it to the same location in VR.
  • The link is created and shared using the Oculus Mobile App. You can then use that invite link to text or post to your friends and communities.

Air Link

  • Improved the dynamic bitrate to reduce the occurrence of stalls and high latency, while also improving visual quality.
  • Added the ability to access the Oculus menu (press Oculus button) during a connection timeout (3 dots screen).
  • Identified and fixed a bug that caused Air Link to crash.
  • Fixed an issue where some AMD drivers could crash when running Link/Air Link.

Messenger

  • You can now send Reactions to messages in VR similar to how you would on mobile.
  • You can now see the status of the messages that you send (Send receipts), as well as how much of the conversation other participants have read (Read receipts.)

USB-C Audio

  • You can now use USB-C headphones with your Quest 2. For the list of supported USB-C headphones and adapters, see our support article here.
  • If both 3.5mm and USB-C headphones are plugged in, then the audio will play on the 3.5mm headphones.
  • If your 3.5mm or USB-C headphones have mics, they will be disabled as headphone mics are not supported on either the 3.5mm or USB-C ports.

Universal Menu

  • We’ve made the Library, Settings, Notifications, and other menus larger for improved ease of use.

Security Settings

  • We’ve created a dedicated security settings page in headset where you can set/reset your unlock pattern and access other security settings.

Save your passwords on Oculus Browser

  • You can safely save and autofill your passwords on Browser. Now you’ll only have to type your password once before letting Browser auto-fill your password. And you can seal it behind your unlock pattern for added security.

Fixes

  • This update includes a security fix to prevent third-party apps running in the background of people’s Quest devices from accessing their motion data, including controller and headset movement. Apps that run in the foreground-- meaning apps you actively play and engage with when using your headset -- are not affected by this fix and may collect real-time information about the current position of your headset and controllers to translate your movements into the virtual world; for more, see our support article privacy support article.
  • Fixed an issue with wireless that caused degraded WiFi performance.
This topic has been closed for replies.

28 replies

Zenbane
Honored Contributor
July 21, 2021

I am really looking forward to this update. As noted over on the Quest forum, this should come with the experimental feature that allows developers to build software to the Mixed Reality API:

https://forums.oculusvr.com/t5/Oculus-Quest-2-and-Quest/Build-v31-arriving-soon-opening-the-gate-for-more-Mixed-Reality/td-p/877558

 

Hopefully we can start to see more VR Experiences taking advantage of the Quest's passthrough camera. Fun stuff!

kojack
Honored Contributor
July 23, 2021

Zenbane wrote:

this should come with the experimental feature that allows developers to build software to the Mixed Reality API


The question is how long after users get the update will developers get an SDK or docs? Currently the mobile SDK is still v29 and the Rift SDK is v23 from last year. (Not that I expect the Rift-S to get any form of passthrough api)

 

Author: Oculus Monitor , Auto Oculus Touch , Forum Dark Mode , Phantom Touch Remover , X-Plane Fixer Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3
nalex66
Honored Contributor
July 21, 2021

Good stuff! Looking forward to testing the AirLink improvements and other QoL enhancements when the update eventually rolls out to my headset.

DK2, CV1, Go, Quest, Quest 2, Quest 3. Try my game: Cyclops Island Demo
kojack
Honored Contributor
July 23, 2021

Passthrough API info on what it can do:

https://developer.oculus.com/blog/mixed-reality-with-passthrough/

 

As expected, no access to the cameras is provided (for privacy reasons) directly to developers, so we can't do things like fiducial marker tracking for fixed world tracking spaces. But it does allow you to render over the top of a live view.

Author: Oculus Monitor , Auto Oculus Touch , Forum Dark Mode , Phantom Touch Remover , X-Plane Fixer Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3
nalex66
Honored Contributor
July 23, 2021

I was wondering if Facebook had changed their stance on the privacy issues around camera access. Anyway, I would assume that this will allow them to do things like Infinite Office's passthrough windows to see your keyboard or desktop?

DK2, CV1, Go, Quest, Quest 2, Quest 3. Try my game: Cyclops Island Demo
Honored Contributor
July 23, 2021

Looking forward to the update. 

 

To be honest, I'm not looking forward to a Mixed reality future, except in the professional arena where having data in eyesight would benefit.  

 

 I have enough apps and games in my backlog to keep me busy indefinitely, but I fear all VR may suffer if MR becomes the next fad.  I'm not sure VR would survive the fracture of buyers that switch their habits to buying MR gear and games. I truly believe 3D's decline was greatly influenced by people like me that seen VR as the next step in immersive gaming. I'd hate to see VR loose out to MR 

 

 Maybe I lack the imagination to envision it, but I can't think of anything I'd like to play with my room in the background. I've seen my room.  Now if it were to generate virtual worlds based on my room setup, I'm in. 

 

 

 

  

Gigabyte  AB350 Ryzen 2700x, 32gb ddr 4 3200, 2080ti. HP Reverb G2, Index controllers, Quest 1 and 2x Quest 2. 65" 3DTV HD3D DLP projector.
kojack
Honored Contributor
July 24, 2021

ohgrant wrote:

Maybe I lack the imagination to envision it, but I can't think of anything I'd like to play with my room in the background. I've seen my room.  Now if it were to generate virtual worlds based on my room setup, I'm in. 


Imagine playing a game like beat saber. The ground area doesn't really matter that much, except to stay centred. You have a dog or cat (or child) that likes to move around you when you are in VR. With this passthrough system, you could have just the floor region fade to passthrough near you, leaving everything above as the game. So now you can see if your cat/dog/child runs up to you before you step on them.

 

Or playing a flight simulator where you can see your hands on your keyboard and hotas, but still in the game. This would be especially good for people who build their own cockpits, have the lower half be passthrough (to see where all their custom physical controls are) but top half is the canopy view of the VR world.

 

It's not going to be Magic Leap / Zed Mini style AR worlds (cameras are low res and grey), more of a safety / productivity feature.

 

Author: Oculus Monitor , Auto Oculus Touch , Forum Dark Mode , Phantom Touch Remover , X-Plane Fixer Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3
Honored Contributor
July 24, 2021

 Being someone who has had cats before, I can certainly see the advantage in your first scenario. Never meet a cat that wouldn't delight in tripping a human immersed in VR.  Second scenario sounds real interesting. I'll wait to see what the future brings    

Gigabyte  AB350 Ryzen 2700x, 32gb ddr 4 3200, 2080ti. HP Reverb G2, Index controllers, Quest 1 and 2x Quest 2. 65" 3DTV HD3D DLP projector.
kojack
Honored Contributor
July 24, 2021

Or place the virtual chair overlapped with the couch, so the person sits on it with you.

 

Hopefully a push for AR style mixed reality could mean newer Quest headsets might have colour cameras with better quality images. Or at the very least keep the 4 current monochrome tracking cameras and add two front facing colour cameras at about 64mm IPD just for passthrough.

Then we could have something like this: (using a Zed Mini):

 

Author: Oculus Monitor , Auto Oculus Touch , Forum Dark Mode , Phantom Touch Remover , X-Plane Fixer Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3
New Participant
July 25, 2021

How about fixing the payment method problem before doing these kind of things that way the problem does not persist and oculus will have better feedback  for their devices and in turn make more money if you guys can't do this then what are you even being paid for?

Inspiring
July 26, 2021

Thanks for the update notes; my Quest2 is updating to v31 as I type this.


However, since were on the topic of updates, will the PC Software release notes ever be posted ? The last PC release notes were for v28, and it's currently on PTC v31.

 

Thanks !

i7-7700k, Zotac RTX 3080 AMP Holo (10G), QuestPro, Quest 2 Previous: Oculus GO, Oculus RIFT - 3 sensor Room-scale, Oculus Rift S
Honored Contributor
July 27, 2021

ShocksVR  I also got v31 on my Q2 earlier today.  I think Air Link now works better, esp. using dynamic bitrates.  I'm now using 200mbps dynamic, previously 120mbps fixed.  I found I needed to opt into the v31ptc on my PC in order to see these benefits.  I suppose the stable/final v31 PC version will be out soon.  Everything else seems to work fine.

 

I kinda doubt that the PC app is going to get any separate Release Notes unless there are major changes/improvements for Rift headsets.  Really has not been anything new Rift related for quite a few versions now.  Oculus has already said that while the Rift will continue to be supported (eg. usual bug and security fixes) it is not likely to receive any additional features (eg. no hand tracking).

https://support.oculus.com/release-notes/

 

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
Honored Contributor
July 29, 2021

OK my Oculus PC app v31ptc updated today to v32ptc.  There were no release notes for this anywhere.  I did not see differences so I opted out of beta and this then resulted in v31 final/stable.

 

Nothing major to report with v31 which I now have on both my Q2 and PC.  My only complaint is that PCVR at 120Hz refresh rate is still not performing as well for me as it did with v29.  Even with my rtx3090 the graphics is both Oculus and SteamVR apps have a bit of stutter.  Dropping down to 90Hz fixes this so that's what I'm now using.  I've also found that while Dynamic bitrates (200mbps for me) are more stable than v30 I still seem to get more consistent results using 120mbps Fixed.

 

I really like Air Link with my Q2 but I gotta say I'm a bit disappointed with the drop in 120Hz PCVR performance.  This was much better back in v29 for me.  I hate to say this but Virtual Desktop at 120Hz performs much better/smoother now.  Hopefully Oculus can get 120Hz PCVR with Air Link sorted out with future updates.  It is of course still Experimental so I imagine it needs a few more tweaks before going final.

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
July 29, 2021

Did this update remove the VR representation of the K830?

have the keyboard paired but no longer appears in home, and ghost hands are not present when I start to type. 

Honored Contributor
August 1, 2021

My Q2 got another small update a few hours ago.  It went from v31.0 to v31.1 (same as my PC 31.1).  I'm not sure what this update was supposed to address since, as usual there are no new/revised release notes.  Anyway, everything seems to still work fine with Link, Air Link, and Virtual Desktop.  Pretty sure it was just a Q2 software update because there wasn't any firmware flashing like there was when it initially went to v31.0.

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