PCVR/Link Development
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Hi I'm fairly new to all of thisI was wondering why can't I run two meta quest headsets on the air link?If one is connected it will not allow me to connect another one. Am I doing something wrong? or is this just not supported Thank you for your time and patients
We are going to use multiple Quest 3 at a large scale area, therefor we wonder that does Quest 3 support 802.11k、802.11v and 802.11r protocol?
Hey everyone!I’m working on a project with the Meta Quest 3, and I’m trying to figure out if there’s a way to switch between Quest Link (Rift mode when it’s plugged in) and Air Link (when using ADB over WiFi) directly through ADB commands.I’ve already tried a few things but haven’t hit on the right solution yet. Here’s what I’ve tested so far:Running "adb shell activity" to see if I can spot any specific actions or activities tied to Quest Link and Air Link.Searching through "adb shell getprop" for any relevant settings, but no luck there either.Checking "adb logcat" to capture any events or actions that trigger when switching modes manually. I attach screenshots of Link references in the logcat outputs when switching to Air Link and when switching to Cable, in case anyone can spot something I’ve missed.After Switching to AirLink via Meta Quest Developer Hub After Switching to AirLink via Meta Quest Developer Hub Not sure if this feature just isn’t available yet, or
Hello Meta VR community,We're encountering intermittent tracking issues with our Meta Quest Pro headsets and are seeking guidance or insights that might help resolve these problems. Here's a summary of our setup and what we've experienced:Equipment and Software: We are using three Meta Quest Pro headsets, purchased weeks apart. Our VR application is developed in C++ using our own engine and leverages the OpenXR API.Usage Environment: The headsets are used in a large 200m2 area for a scientific study. We have disabled physical space management and boundaries to allow free movement across this large area. We use the Air Link mode.Modifications: We've covered the proximity sensor inside the headset (the one that detects if the user is wearing the headset or not) to prevent the VR environment from resetting each time the headset is removed and put back on.Issue Details: Generally, the headsets perform well in 15-25 minute sessions. However, 2-3 times a day, in average all three headsets ex
The Casting window has the round black bars around, which I think it's because of the lenses..But, we have the option of Cinematic 16:9, which should be a rectangle like image, not only the windowIs there any way to get rid of the borders that keep showing? Like they're stabilizing the image without actually doing it.Here's a link of a clip I created for example
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My router is a Netgear RAXE300. I do not see the option to connect to a 6G network in my Quest 2 wifi menu.I have been told to disable preffered scanning channel; but am not sure how. Every other setting is as NetGear said it should be to use 6G and Meta was the one that recommended disabling Preferred scanning channel.I notice my channel for 6G was set to a number with PSC after it. I changed it to channel 81 without the PSC but still cannot connect to 6G with my Quest 2.
Yesterday my Meta Quest Link app didn't open due to the error "Can't Reach Oculus Service". So I've tried to repair, reinstall the app and it didn't fix the issue. I was able to fix it deleting the RemoteHeadset.dll file as suggested in Actual FIX for "Can't Reach Oculus Service". Nevertheless, I can't connect my quest 3 to the PC App. My PC detects the device but the App doesn't. I've tried connecting it via Link cable or Air Link and both ways the app can't detect. Do you have any suggestions?Regards
once i updated to V71, i connect my headset to my computer via link cable and the quest link software, it works well for a few minuets then a small lag spike makes my screen look very bouncy/like its falling behind where i look. I know this doesn't explain it well but compare it to a trail behind your mouse cursor and its always behind when you move it, like its trying to catch up. but once i got to quest home (link disconnected) its back to normal.I don't know if its my headset or my computer (my specs are a 2060 super, an I7 10900 and I'm on windows 11) or could be my link cable (not made by Meta but another source)Please fix this,Thank you
I have the CV1. I also had the DK1 and the DK2. Setup was easy and quick.Will Meta ever allow folks like me to be able to setup and use the Q2 or Q3 in a cabled or linked mode in a similar fashion as was setting up those earlier Oculus models?We do NOT have any reliable mobile reception but a perfectly good computer ethernet connection and a good landline 'phone.Will Meta ever get to allowing setup in any other fashion than the present one?Has anyone ever managed to get the Q2 or Q3 "setup and going" without the use of a mobile phone?I do not want "games". Just use Unity for my own stuff. Do not even really require any hand controls either.
Introduction This technical analysis examines the development landscape of PCVR (PC Virtual Reality) and Link technology within the Meta ecosystem, focusing on the Quest platform. We'll explore the underlying technologies, compare different approaches, and delve into the technical challenges and solutions in this rapidly evolving field. Hardware Architecture Meta Quest 2 and Quest 3 serve as the primary standalone devices for PCVR via Link: 1. SoC (System on Chip): - Quest 2: Qualcomm Snapdragon XR2 (Based on Snapdragon 865) - CPU: Octa-core Kryo 585, up to 2.84 GHz - GPU: Adreno 650 - Quest 3: Qualcomm Snapdragon XR2 Gen 2 - CPU: Octa-core Kryo, up to 3.19 GHz - GPU: Adreno 740 2. Display: - Quest 2: Single fast-switch LCD, 1832x1920 per eye, 90/120 Hz - Quest 3: Dual high-resolution LCD, 2064x2208 per eye, up to 120 Hz 3. Tracking: - Insi
Gaming laptop um meets everything RTX 4050 Ryzen 7000 I have everything, but he still tells me that it doesn't fit the requirements
PCVR became a stuttery mess again, unless you are on tethered link. Great job, Meta! I wish there was a way to revert to a previous system build. They just broke it a couple months ago. Now again; I hate this so much.
my mic doesnt work on airlink before i deleted meta quest link my mic worked fine but i downloaded again (because gtag audio is slowed on vitrual desktop) but i check the the meta quest link app on pc and it says no microphone detected how do i fix? (my mic worked fine when i tried virtual desktop)
I'm having the issue of distortion curvature changing the resolution unnecessarily.I have the encoding resolution set to that of the panels in the Quest 3, and the rendering resolution set to native of the Quest 3 as well.Distortion curvature is ruining my pcvr experience by not giving me native resolution at all.I would like to see an update that allows users to disable distortion curvature, or if this is already possible please tell me how.
Hi, I am trying to find out if there is another way to get hand tracking data other than using OpenXR in PCVR. I know that hand tracking data can be got by using Meta Quest Link's OpenXR. Thank you.
It's 2024.. Can we get Stereo? Not MONO? Please consider this feature request..When users want to input audio via Quest Link Device under Windows I believe it utilizes the only Windows Device on the Recording Tab called "Headset Microphone / Oculus Virtual Audio Device" to do this.Alot of users using Horizon Worlds want to DJ Music via Spotify etc. This is how its done.Yet what most don't understand is its being sent through a Mono 1 channel 16bit 48khz Device Driver?(correct me if I am wrong)After years of testing this it appears it definately MONO as playing any Beatles Stereo panning song results in not ever hearing 1 of the LEFT or RIGHT channels eg. voice of singer.OPTIONSAdd a second device "LINE IN" for this which is 2 channel stereo for audiophiles.Add 2 channel stereo to the exiting "MICROPHONE" device.MOST URGENT give us an option to toggle any Noise Cancellation that is done on this device.Most of the quiet parts of music becomes rather GLITCHED lagg sounding most likel
Since the last Oculus PC app update a few days ago I can't launch Horizon worlds through the PC link cable. I click the game (either through the quest or on screen with the mouse) and the launch screen opens but a second or so later it closes with no error message.I can still run the game on the quest without PC link and if I go to the PC Horizon worlds folder I can launch the game in pancake mode but for some reason it won't play in VR through the app.I've updated windows 10 and GPU drivers to the latest versions.Any ideas how I can overcome this?Alternatively, as it only occurred since the last update and is limited to the Oculus PC app I'm guessing the issue lies there, but is there a command I can add to the Horizons.exe to force it to launch in VR mode rather than pancake?
Okay so Im trying have whatever is being displayed on my ANCIENT Oculus DK2 headset to be displayed one for one on another display (or really 2 halves) but at a higher resolution. This means I need both the distortion and CA correction to remain, but it needs to be running at a higher res. I figured the easiest way to do this would be with Oculus Mirror. I have no issues running it at a higher resolution using the basic "--Size 2160x2160" command in CMD combined with just bumping the Pixels Per Display Pixels Override to 4.5, however, according to the docs, it is not possible to run both Post Distortion (using the --postdistortion command) and change literally any other settings. Now, on top of this, Post Distortion doesn't seem to be keeping the CA correction, but that's a smaller issue.Essentially, I don't seem to be able to have the distortion effects at the same time as a higher resolution in Oculus Mirror. Does anyone know of any things I can try to get around this or s
I have tried every solution to fix air link, but it still doesn't work I tried re enabling quest link and restarting both pc and the VR i also tried reinstalling the oculus software and switching to a different network on my two devices Can someone help me?!?!
Hi there, I'm currently planning to develop a PC VR app that uses pyAudio(ie. Python Audio) to capture and process live microphone input, with the Quest 3 connected to the PC(a Windows 11 laptop) via Airlink. So I'm wondering if the microphone is recognized by Windows 11 and accessible to Python just like my laptop's microphone(ie. as a 2nd recording device)? Btw my current understanding is that under Airlink, the Quest 3's tracking data and microphone input are beamed to the laptop via the wifi network while the rendered video/audio output are beamed back to the headset. So is this correct? Many thanks! Melvin Eng.
I am having trouble because OVRInput.SetControllerVibration does not vibrate in the following environment. Unity 2021.3.33f1Oculus Integration v60Platform Windows We have confirmed that it vibrates normally on the Android platform. The situation is the same with both Editor and Build. thank you.
Hello guys!Before anything, let me put you in context, I'm currently working in my master's thesis. This thesis involves the use of the Meta Quest 3 glasses with some external tools. In this thesis I'm researching the posibility of including VR glasses in a SLAM task. Basically, what this means is using the glasses hardware/software, recreate a real room into a virtual map. In addition to this, since I'm in the robotic's field, I will use the information to later on localize a robot into the room.To be more clear, an approximation to what I'm trying to explain is usually what cleaning robots (Roombas) do to localize themselfs in a house. They first "scan" the house using SLAM with the help of some cameras and sensors.The next image is an example of what a final virtual map would like as result of using SLAM. In this image, a tool called ROS have been used in order to help achieve this task. To summarize, ROS is something like an "enviroment" to help robot developers with thei
Hello, I am trying to use Shared Spatial Anchors for a Unity PC application and I have some issues:I undestand that Spatial Anchors may be shared with other users using OVRSpace.StorageLocation.Cloud when saving anchors. However, from the Meta Quest Developer Hub, in Platform Services I can't activate Cloud Storage. It is not available for Rift Applications (see the screenshot)So, is it related? May I create spatial anchors and share them with users although Meta doesnt allow to Add the Cloud Storage Service?Thank you!
Hi,I found no helpful documentation explaining whether the Meta Quest headsets support the YUV color space. If they do not, does the SDK offer any APIs to convert YUV to a supported RGB format?Specifically, can we send YUV frames from the PCVR and receive or convert them to RGB on the headset?
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