PCVR/Link Development
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Hi, I'm developing a multiplayer VR game and I bought a Quest 2 to use as a second player. I am developing on PC with Unity and OpenXR, and I'm doing test runs on the Quest 2 via Air Link. This is great because I can just hit play in Unity and have the Quest 2 in game right away. My problem is that the Quest 2 does not stay running reliably when I'm not wearing it. I want to be able to set it down and put on another VR headset while having the Quest 2 remain connected to Air Link and keep tracking. Instead at the same time the Oculus Debug Tool's Mirror will spontaneously go black and the Quest 2's power light will turn off. I don't think it's getting disconnected from Air Link because if I press the power button it comes right back into the session. I have changed the system settings to leave the display on for 4 hours, and I've tried turning on Bypass Proximity Sensor Check in the Oculus Debug Tool. I wasn't able to find anything else that looked like it would help.&nb
X3D/VRML are markup languages to create VR based websites. Although both are explicitely planned as Desktop VR applications and not for use with HMDs, I think it would be an improvement if someone would develop a compatibility between the Rift and these languages. (I dislike Desktop VR because I think it's unimmersive and lacks typical VR features.) I also tend to think such a connection would benefit both sides and could finally make a "breakthrough" possible for Web 3D.
Hello it is possible to made an update for the PC Rift software to have the hand tracking of the quest 2 and quest pro on the rift software and PC games steam vr ?
okay so before i got my oculus i was able to download the softwere just to see if i could even play vr and it only said (your hardwere isnt supported by rifts recommended list) now it just says ur graphics card isnt supported u cant connect ur headset to oculus. meaning. i was able to bypass it and now im not even allowed too. what is pretty annyoing cuz we all know how to push our systems and know when to stop. i know what my pc can handle and what it cant, and i know vr is really heavy but if i can play beat saber on alvr with 120/150 fps then i surely can play on link too. just let us bypass and see if it even works. radder then them just saying it doesnt work without us even trying.
Hello,I urgently need to access to touch controllers battery level from Unity, i know it's available somewhere because we can see the battery level in the Oculus Software, but I tried several ways and no method works:1) In Unity, use Oculus Utilities asset's OVRInput.GetControllerBatteryPercentRemaining() method:It returns 0 and the method's summary says "Retuns the battery percentage remaining for the specified controller. Values range from 0 to 100. Only applicable to controllers that report battery level, such as the GearVR Controller. Returns 0 for controllers that do not report battery level" so i concluded that Touch Controllers don't report battery level to OVRInput.This person has the same problem : https://forums.oculusvr.com/developer/discussion/69979/oculus-go-get-controller-battery-level and Oculus given no answer.2) In Unity, use the OpenVR.System.GetFloatTrackedDeviceProperty() method as it's adviced here: https://answers.unity.com/questions/1478339/g
ok, annnndddd, yes bretheren court...power, connection, i found one today on newegg that has the tech specs...Made me ponder... whyput it over there, it the same size as my battery ...hmmmm anyone have thoughts? ill report bac when i have some results(noone tell meta, ok🤓)beelink has an affordible one that matches on paper...and of course uncle meta warns meta might make it unuseable if we try it. lets give it to zuckerburg for forceing us into multi thousand dollar pcs. for an appearently purposly under built 2, thanks mark
My goal:My goal is to get a 360 picture of a third party app. I know about Unreal Engine 4 (UE4) and Unity 360° Video Capture Software (surrealcapture.com). However, this app was not built in either. So, I want to take 6 photos and stitch them into a cubemap. How I am thinking of doing it:I am wondering if it's possible to intercept the headsets actual pose and send a specifc pose until I am able to screen capture it. Then, rotate and do it again. Would something like this be possible?
I want to connect my Oculus rift S to the Unreal Engine.I don't know how to connect this.When I open Unreal, it is not in the list of devices.I can't see my devive in the Oculus Developer Hub too.I don't know where the developer mode can be changed either.Plz anyone help with this
Hi everyone! Does anyone know if the NVIDIA RTX A4500 GPU model is compatible with oculus link? In the official Meta compatibility list it does not appear as "compatible" and it does not appear as "not compatible" either. Has anyone tested this GPU or know if it's really compatible or not? Thanks in advance.Laura
I can completely re-install Oculus Software and it will connect to my Quest 2 via airlink with a Code. CLEARLY my Network is set up correctly, clearly I have a 5g router. I AM DOING EVERYTHING RIGHT. But if I walk away, put my computer to sleep, stop working or Reboot my computer, or BLINK... It stops working, will not reconnect, says (Searching for PC's ...) even though I have only one network, only one router, Wifi is turned off on computer and it should all just work.. I have done IT and networking for a job, if it is working it should keep working for at least a day.Every time, to get it working, I have to Completely Re-install Oculus software again (and no using the Task Manager kill every thing Oculus and OVR related, and restart Oculus does not help, ..also, Rebooting HMD does not help also, Rebooting Computer does not help.,,,,Any idea how to make this a device I can use to work? I am about to sell both my Quests and my
I like pc vr
premo how to get it
Hello,I am having serious difficulty enabling developer mode on my Rift S Device. I have attempted to search for solutions but insofar have been unable to find any. My developer account is verified. The device is plugged into both USB and HDMI and is fully operational. I have updated the mobile oculus and facebook apps on my phone, and am able to see the Rift S in devices, but there are no options to enable developer mode. I have also used the desktop app similarly to no avail. Is there something I am missing? Please let me know if you have had similar issues or if I am completely missing something. Thank you.
Hey, I'm trying to get the oculus runtime to work in a docker container. I managed to get it installed but when attempting to start the ovr service the following error is found in the windows event logs. [LauncherService] Unable to launch: There is no active interactive user session. Is there a way (command line flag maybe?) to start the service without the requirement of an interactive user session? Or is there some other way to allow the OVRSdk to be initialized other than running the service?
Bonjours j'ai un sérieux problême avec l'application oculus quand je le lance pour jouer en pc vr il me dit que ma carte graphique nes pas compatible alors que j'ai une RTX 3050 et un Intel(R) Core(TM) i5-11300 si vous avez des idée ou si le service oculus pourrais réparer sa j'aimerais bien avoir des nouvelle merci beaucoup
I need the oculus developers to see that some gpu like mine are not recommended i have a AMD Raidon RX 6500 XT and with the oculus link does work and i need that they try to fix this problem there are so many people that want to play pcvr game andd cant becaues that the program that doesnt Support/reccommend the single Gpu that most people have that are suffering for this and then make people waist mony on another gpu when pc components that are up in price and i want to enjoy vr as mucha other people want to enjoy it as well so that all i need to say and thank oyu for your time to read this.
Hey Everyone, For teaching at a High School I am looking to have 1 master PC Stream a game/interactive software to around 16 Meta Quest 2 devices. The Idea is I give control to 1 user from the desktop at which the game/software is run. The player in control will then be able to play while the rest see what he/she is doing. I would like to be able to switch control between students with a click of the mouse.Does anyone know of software that is able to do something similar to this? I've just been looking at VRSync, but I'm not 100% sure this is exactly what I'm looking for.I"ve also tried to see if Quest for Business is active, but I can't find a whole lot on it. Does anyone know more about that?Thanks in advance!Ted
I've been thinking of picking up one of these http://www.ncix.com/products/?sku=77481&vpn=USB-2FS-2&manufacture=Scythe for a while to help with my APM in RTS games. Mainly because of hand injuries which make it painful to reach key combination that use Ctrl or Alt with the baby finger.It occurred to me though that this could be used to add a simple walking mechanic into a VR environment that might make things more immersive.Any thoughts or experience with foot pedals for gaming?
I downloaded the Oculus SDK from here Downloads - Oculus SDK for Windows. However, the Oculus World demo project does not run in VS2022 and gives the error that Unable to start program LibOVR.lib, LibOVR.lib is not a valid Win32 application. This demo project builds but does not run. How do I make it run to test the demo application?
Hello everyone, we have created a site that can be consulted by phone in AR using the camera. https://formaggisvizzeri.viewtoo.it/emmentaler/desktop.htmlHere is the QR code to be scanned with the phone while this is the direct link:https://arweb.app/?zid=z/byWl1c&rs=1&menu=0&toolbar=0How can we have the same experience on oculus too?Do you think the phone app should be converted into an oculus app or are there other ways?
I keep getting an error when trying to upload a Rift build via ODH.The error repeatedly mentions "A server error occurred. The request will be retried". I'm seeing no clear indication in the error message or logs of anything that could be going wrong on my end.Does anyone have any advice on how to resolve this?(Error message and logs below) The log mentioned in the error message above: https://pastebin.com/PCnUEr9v
I am using a tethered quest2 and developing on pc vr with oculus sdk and visual studios 2017 to run the OculusWorldDemo but when I click on the OculusWorldDemo.exe to run it, I get the error saying Unable to create HMD. -1007 -- ovr_Create: No HMD. How do you fix this?
Is there any?
About a week or two ago, I've been having a recurring issue while using my Quest 2 to play PCVR games using the Link Cable. My frame rate is fine when I start up Oculus Link but as soon as the Oculus Rift Home loads in my frame rate drops to roughly 2-3 fps (I've checked this using the Debug Tool with Performance HUD). If I start up a game or load into the SteamVR environment, everything is back to normal except if I use the Oculus button on the right controller to open the overlay, with causes the frame rate to drop again and making it unusable.
Hi, I get strange image tears on Quest2 when the framerate drops under 1/2 of the refresh rate. For example here is a 30° snap turn :I narrowed it down to the Asynchronous Spacewarp (the reprojection made by the Oculus OpenXR runtime) using Oculus Debug Tool, since there is no problem when disabling it through the Oculus Debug Tool and launching the game with it :I use a build of my game on Windows10 using Unity 2021.3.7f1 (last LTS), Universal Render Pipeline (Dx11), OpenXR Plugin 1.4.2 (last version installed from the XR Plug-in Management).1) Any idea what's happening there or how to fix it? My understanding is that the last received frame should be reprojected indefinitly until a new one is received, but should never tear, so this is bugging me. The pipeline uses the default forward renderer so there should be no motion vectors sheninigans.2) Is it possible to disable ASW for a few frame, or for the whole build I ship?
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