PCVR/Link Development
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so baisicly i am planning on getting a quest soon and i got the app early and it doesnt seem to support my intel a580 gpu. just wondering if thats ever gonna change or if intel gpu users are just gonna be denied access to pcvr.
Hi! I want to know if passtrough will be available on PC. This will be very useful on simulation software, to see a real control board and touch real buttons, steering wheel and joysticks. Oculus quest 2 isn't the best platform for simulation because low performance, so this need to be on PCVR
Iv'e just bought Arizona sunshine remake. I run it from pcvr using airlink or link cable for quest 3s.I have issue with sound that plays on my pc but doesn't play in quest3 every other of my games are fine with audio just Arizona sunshine i don't know why Could someone help with this issue? Please Thanks!
I've been using my Rift S for the past month without any problems. After taking a break from playing for about 1-2 weeks, I wanted to play something, but the headset just wouldn't display anything. The Link App showed everything as green and OK, the internal LED was white, but when I put it on… black screen.Then, the app told me there was a problem and that something wasn’t working. I checked all the connections—everything seemed fine. I tested different ports—no luck. I reinstalled the app five times—still nothing. Tried running it as admin—nope. Updated Visual C++ - nada.It is giving Sounds, not the VR sounds, only the Desktop sounds. Out of frustration, I even asked ChatGPT to troubleshoot with me. I found the LogGatherer, and it mentioned something about missing permissions and not being able to find certain files. Honestly, I'm just exhausted.
I've just installed MQDH and Oculus Link, but for some some reason it can't seem to get the device state and is telling me I need to update something, but everything seems to up to date. The Meta Quest Link app doesn't seem to have any way to update and it's not letting me know it's out of date.Looking at the Link log from MQDH it says:attempted to call private API /life_cycle/get_focused_pid 09/02 16:35:32.496 {!ERROR!} [OAF ERROR] arvr\projects\oculus_pc_infra\OAF\liboaf\ipc\ipcRouter.cpp(171) : Method not allowed for third party clients (1971049) OVR80289191 09/02 16:35:40.816 {DEBUG} [MessengerSession] ClientImpl.cpp:517 Client OCMSFvQo886djydBWDWYIbt sending PINGREQ 09/02 16:35:40.867 {DEBUG} [MessengerSession] ClientImpl.cpp:517 Client OCMSFvQo886djydBWDWYIbt received PINGRESP 09/02 16:35:41.814 {DEBUG} [RiftDML:HMDManager] No HMD enumerating
Hello! I need some help from Meta's engineering team.I am unable to upload a PCVR (Rift) build of my VR game via the Meta Quest Developer Hub (MQDH). I have a working VR app that runs just fine on PC via Quest Link or AirLink (created via Unity 2022 LTS + OpenXR). However, when I try to upload my app build via MQDH, I get a non-descriptive "API Error" and it points me to a log file. I have attached a screenshot of the error below. I can't attach my log file here because it contains sensitive information, however I am happy to provide it to Meta privately (please let me know the best way to do this).Some additional context: I am using Unity 2022.3.7f1 LTS and I am using the OpenXR runtime via Unity's XR Plug-in Management system. I have both a Quest version and a Rift version of the same app. If it matters, I have *not* imported the Oculus Integration because I am using the new OpenXR runtime and Unity's XR Interaction Toolkit, as is recommended when using OpenXR. The Quest version of m
The Plus variants of these codecs are optimized to require less bandwidth for the same quality. They are compatible with most decoding hardware/software, since they conform to the H.264/AVC and H.265/HEVC standards, respectively.They were developed by a camera surveillance company, which is a fairly similar use case to the needs for Link: sending high-quality video in real time over a connection with limited bit rates, using relatively low-performance hardware (compared to a GPU).The H.264+ variant is already supported by Virtual Desktop, so I see no reason why it shouldn't work for wired or air Link. In fact, it works so well that there are wired PCVR users who connect to their headset using a ethernet cable (with an USB-adapter), just so they can use Virtual Desktop over a wired connection. So it seems proven that it would be a benefit if implemented for Link.Whether H.265+ works well for the Quest is unproven, but it might provide a big benefit for low bandw
Is meta working on a fix? It nearly bricked my PC and I don't wanna reinstall Meta Quest Link again only to have this happen again.
It makes Assetto Corsa Competizione unplayable. I even set all the controller settings in Steam VR to not turn off but the quest link software overrides it. Not only am I getting the “controller disconnected” message when I am not using it and don’t need it because I am using wheel/pedals, it is resetting my viewpoint which makes the car undrivable mid race. A lot of other posts have come up recently about this as well. We need to have the option to disable that alert.
I really like the air link but have a few suggestions as a new user.1) Allow us to dim the background or set a black background. The bright grid really takes away from immersion.2) Allow pass through while using airlink3) Allow the user to have a curved screen when outside of the docked area.
A common issue I have seen brought up for MULTIPLE years is using an Xbox controller to play 2d games through wired Link.When attempting to do so the headset registers the controller in a way that button presses will move the desktop menu by either zooming in/out or increasing the size of the screen. I do not want my headset to recognize my controller in any way. I am unable to understand why I am not able to disable my headset from registering inputs from my controller (a controller I have never paired to my quest3) on Link.I am unable to use VD or Steamlink as I need a wired connection.I and many others would greatly appreciate what seemingly is a very simple fix for this issue by allowing us to block controller input without needing third party software.
Title says it all. I'm looking into developing VR games but I'm long time user of Mac OS. I just wondered if there has been any news on developments to make Quest Link available on Mac? If it's something that has been rumoured to come out, I might hold out on buying a PC. If not, I will have to bite the bullet and move over to Windows! The main use I need it for is the live preview feature. Having to build the app and then test is obviously quite a tedious process. Thank you for any information!
In my Unity app (from within the editor), I'm trying to load my customized avatar for my main Oculus account. After I get a successful user entitlement check, I call the Users.GetLoggedInUser() function. The Message.Data.OculusID parameter correctly contains my account username, but the Message.Data.ID value is always 0 (zero) - so of course, my OVRAvatar instance wont load my customized avatar after setting the value provided to the avatar properties.I have done this successfully in the past, and I believe the last time it worked correctly was before the Facebook account conversion. Has anyone else experienced this or might have suggestions as to how to fix it? A few things I have checked/tried:1. I have put the correct APP ID (from my Oculus Dashboard) in both the Platform and Avatar settings with the Unity/Oculus menus in the Unity editor2. I am initializing with Core.Initialize()3. I'm calling Request.RunCallbacks() to avoid a race condition4. If I use OVRManager's account ove
Hi,I would love to be able to use the quest microphone (I'm on quest 2) in windows, straight from startup (Quest Home Screen).I need it for OBS - So I can communicate with my viewers, while streaming (on twitch), without the need to be in any other app. like SteamVR + Stream Link. (Or the oculus web casting) Said in another way: I would like to be able to use the quest microphone in windows, without the need to cast anything. - Also the ability to easily adjust the microphone & headset audio levels independently, from inside the headset, would be awesome. Best RegardsJB
When I try to download the link app I press Get started -> Review terms and conditions -> then it says not enough space, but I do have enough space. Can anyone help me fix this problem.
Howdy everyone,I was wondering what the proper pupillary distance to measure is. If you're measuring your IPD while looking at something near, it can be a few millimeters smaller than if you're looking at the distance. Most of the PD calculators I've seen people using, like a mirror or webcam, measure the user while they're looking at something pretty close. I'm lucky to live with an optometrist, who measured my IPD at 58 because she's used to measuring near PDs, while the Oculus tool pegged me around 61 which is close to my PD while looking at infinity. In theory it makes more sense to me to measure someone's PD while they're looking at infinity because the Oculus doesn't require you to converge at all. I haven't seen much discussion about it either way, so I was hoping to see what you guys thought.
Ive been trying to set up a rift s headset, i get past the first setup step, cables connected correctly but when i get to the sensor check, it keeps giving me this error: Ive tried troubleshooting for hours but nothing seems to work, and the only thing i see in the headset is the loading screen with 3 dots. Does anyone have any advice or tools that i can use to fix this issue, or any way that i can get meta support because when i try to submit a ticket, i have to put in the rift s serial number but the system doesnt recognize it. Please help me with this issue meta or readers.
please make it possible to turn off this annoying background ambient melody when linked to my PC ...what a crap idea was it from very beginning, can't use my pc normally through quest link because of this useless annoying feature that been there for 4 years already ...why there is no control for this crap?
Ok. Hey guys i have a rough theory of how full-dive could work. Take an EEG, used to measure electrical impulses of the brain. If you would use a tech like that to send signals back as well as receive them, while at the same time diverting them into the PC (Player Character) rather than into a persons real body, then there is the full dive system right there. The only problem would be how to calibrate it all, but with the advanced tech we have, I have no doubt that it could be done.There's my theory. I think it could work but if you have doubts just tell me and i'll try to improve it! :D
I want install meta quest link in several windows machines. It works for me if I download the meta quest link PC app and run it on each machine but it's too boring and take too much time to repeat the step on each machine. I am looking for a way to run the installer via command line. For example, can I run the installer with one command ".\OculusSetup.exe --mode install --yes", which means install the PC app with all default config? If it's possible, I can use ansible to run it on each machines easily. It's really help for us if the app can be run by the command.
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Seit dem Update von heute (26.11.2024) von Version 1.33.2 auf Version 1.33.3 kann das Programm von WIN11 24H2 nicht mehr ohne die Abfrage der UAC-Steuerung (User Account Control) von Windows gestartet werden.
Hello,First of all, I am beyond excited to try this new technology that you guys have brought to life. It is truly an amazing experience, and I’m so glad I decided to buy it.I'm also a game developer, and recently, I wanted to try VR game development in Unity with my Quest 3 headset, which is where I’m running into a bit of trouble at the moment.My Wi-Fi connection is really poor, so I decided to buy a link cable. When I test the connection, it says I have a 2.4 Gbps speed, and everything seems fine.However, when I launch Oculus Link through my headset, the first 2-3 minutes of the experience are perfectly smooth without any FPS drops. But after those initial minutes, my FPS rapidly drops, making it unbearable. I tried reinstalling the Oculus app, but the problem persists, and I’d really appreciate your help in fixing this issue.I’m using an MSI GF63 Thin 11UC-617XTR laptop with 16 GB RAM, an Nvidia RTX 3050 4 GB, and an Intel® Core™ i5-11400H Processor. My friend has a laptop with an
I suggest adding a "Condolence" or "RIP" reaction to Facebook's reaction options. This would allow users to express sympathy and support when someone shares news of a loss or is grieving.Benefits:1. Provides a dedicated way to show condolences2. Helps users express empathy and support3. Creates a safer space for mourning usersExample Use Cases:1. Reacting to posts announcing a loved one's passing2. Showing support during bereavement3. Expressing sympathy for tragic eventsReaction Symbol Suggestion:A black heart symbol could represent this reaction, conveying respect and solemnity.Why it matters:This feature would help users navigate difficult postings on social media and show support during sensitive times by reacting on post.
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