PCVR/Link Development
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Hey All,We're trying to develop a commercial application that will eventually run on PC (requires high-level graphics) and want to use a Meta Quest Pro as an HMD (using USB tethering). I'm seeing that the connection is possible but recommended in the docs for development only. Is it possible for production uses also?Also, when using the Quest Link software on my PC, the rendering is SUPER slow, and in Task Manager, the OVRServer takes ~60% of GPU. How can this be fixed?My specs are: - Intel Core i9-10885H CPU - 32GB RAM - NVidia RTX 2070 Max-Q GPU
Hi,I'm using Meta Quest Link to dev in Unity and recently (the past couple weeks/month or so?) the mouse cursor has been disappearing whenever it would change into an 'I' caret insertion pointer. So for instance in the entire sub-window in Visual Studio where my code is I can't see the mouse cursor at all. The cursor is still there on the real desktop screen, it just doesn't show up on the reprojection of my desktop.Also even this text field that I'm typing in right now makes the mouse cursor disappear when I hover over it.As you can imagine it makes precise mouse operations difficult.I've tried modifying the Windows mouse Pointer types but it doesn't look like the different pointer types are supported by Meta Quest Link as they show up as garbled bitmaps. Link is trying to display them and is almost there but perhaps the bitmap width that Windows is sending is different than Link is expecting so the recreation of the mouse pointer is garbled.Anyway, the main issue is
Hi!I have the following question: How do I specify the directory where DLC files go during the upload for the Rift Platform?This is the given expample in the docs: ./ovr-platform-util upload-add-on --app-id XXX --app-secret YYY --sku ZZZ --file <path-to-file> I need the file to go into the game's Paks folder (e.g. WindowsNoEditor\GameName\Content\Paks)When I upload a regular build (not DLC) I can specify a directory for all my game files, so the folder structure stays intact. But for the add-on upload process it seems I can only specify a file path. On Steam I can specify the file mapping for the content of DLC depots. How do I accomblish this for the Rift platform? Thank you,Marc
Hello. I am attempting to develop PCVR-based content using Unity. The device I am using is the Quest 3, and the Unity version is 2022.3.7f. The current setup is as shown in the image below.I have already added XR Interaction Toolkit (2.4.3) and XR Hands (1.2.1) from the PackageManager, and I have confirmed that there are no errors. I am trying to test the HandsDemoScene among the provided demo scenes. While hand tracking does occur when my hands are in front of the HMD without controllers, the issue is that the hands are not rendered; instead, controllers are rendered (the first problem).Consequently, when I forcibly enable hand modeling, the hands appear, but they don't follow the finger movements as in this video(https://www.youtube.com/watch?v=uGq10Tcl3Ns). Instead, they adopt a predetermined hand shape based on saved hand gestures (the second problem).If you have any insights into these two issues, please share them.
Users of our simulator have been reporting a visual artifact with their Meta headsets.I've been able to reproduce here. It seems the issue happens indeed only on Meta headsets, only while ASW is triggered (due to low fps), and amusingly, only on the right eye.A recording of the visual artifacts: https://www.youtube.com/watch?v=piAaylulZ84Our custom proprietary engine uses OpenXR directly (this is not based on Unity/Unreal/etc). Our engine is currently building against OpenXR-Loader v1.0.30.The problem has been replicated at least with a Quest 3, using wired Link connection (official fiber usb cable), and setting Oculus as the default OpenXR runtime.Is there anything I can do on my side to help solve the issue? Thanks!
Does anyone know if developing PCVR app is covered by the New "Meta Quest for Business" license? Because for PCVR the installation of the Oculus PC app is mandatory. I cannot find any EULA for this app. Thanks in advance. I want to develop a PCVR app in Unity for a customer including the Meta Quest 3 and a PC and I'm curious if I'm allowed to preinstall the Oculus PC App. The customer is also a company, so using the Oculus PC App would need an allowment for commercial use anyway, right?
[System: Windows 11][Mobo: MEG X570 UNIFY][CPU: AMD Ryzen 5950X][GPU: RTX 4090][SSD: Samsung 990 PRO 2TB PCIe 4.0 (up to 7450 MB/s)][Ram: 32.0 GB 3600MHz] [Unity: 2022.3.19f][Device: Meta Quest 3][Using: Meta Quest Link] Fresh project (simple scene: “just falling cube with rigidbody”) when I press the button “Play” starts in 3 seconds and this is perfect, but when I turn on Oculus “XR Plug-in Management” it takes more than 20 seconds to start this super simple scene!!! How can I fix it??? Unity Editor Deep Profile:
I build a PCVR application using the meta all in one SDK. It was supposed to be running on a Windows 10 computer which is capable of running the vr applications. We have set up the oculus link software and Have successfully established a connection between pc and the oculus device. In the headset we can see the link lobby with the gray grid. When we run the exe after this connection the exe runs and is visible in the computer but nothing happens in the oculus link lobby. There are no pop ups and no executable visible. Other oculus link applications are working such as Google Earth.Second thing is that this application uses hand tracking which comes along with the meta integration package.
Hello, I am trying to release a VR-only PC game as an Oculus app, but when I use ovr-platform-util, the message “An unexpected error occurred” appears and the game does not proceed. ovr-platform-util upload-quest-build --app-id XXXXXXXXXXX --app-secret XXXXXXXXXXXX--apk C:\VirtualBuster_1.0\VirtualBuster.exe --channel LIVE I wrote the log file. Can you check what the problem is?VVVV 2024-02-02T09:06:20.936Z [DEBUG] Run args: {"appId":6889529511101188,"appSecret":"(removed)","apkPath":"C:\\VirtualBuster_1.0\\VirtualBuster.exe","channel":"LIVE","draft":false,"excludeAddons":false,"inheritAssetFiles":false,"isODH":false,"uploadFromEngine":false,"uploadConcurrency":null,"platform":"ANDROID_6DOF","disableProgressBar":false}2024-02-02T09:06:21.188Z [DEBUG] Server log: {"app_id":6889529511101188,"client":"COMMAND_LINE","log_level":"DEBUG","event_name":"COMMAND_PARAMS","stack_trace":"at Object._log (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp
I have a game that works great with PCVR using Quest2. But its made using a quite old unity and rift SDK version(older than 2021), and the game unity version cant be updated due to failing plugins.Will this be rejected when submitted as a pcvr game?
Hi,I am developing an experiment in unity where I need to track users' eye movements and record them in a file. We have two Oculus Quest pros and on one of them, OVREyeGaze works perfectly and I am able to track users' eyes and record them. With the other quest pro though when I run the experiment in unity, OVREyeGaze automatically gets unselected and the eye tracking won't happen. I have enabled all the necessary settings but still, the eye tracking won't work on this quest pro.
Oculus, please allow PCVR users to turn off the ambient noise that plays while using Air Link ( not in "Home"). The sound is obnoxious and shouldn't be playing while users are on their PC and especially not while media is playing.
Hello!i'm a bit confused about differences between PCVR and Deployed APK workflow.. What i understand is that PCVR makes Quest to be used as a second screen (in this case VR screen), so, all the gpu process, computation and logics are made in the computer, Quest is only rendering results... In this case, Quest requires the computer running the application in order to work...By the other side, Deployed APK allows application to run directly in the Quest and there is no computer dependency, all computation are made directly in the Quest... Until now, this is all i know, my question points to performance, i'm using Unreal Engine 5, my game works smooth on standalone mode, very smooth...... but when i switch to VR Preview, my game lags a lot, i was wondering why is this happening if GPU computation is being made by the computer.... I tried using both Air Link and Cable, but same result... Any help will be very appreciated..
Hey I'm having performance issues with a WebXR app that I'm working on specifically when connected to Oculus Link and viewing the app with WebXR through PCVR.I expected my RTX 4090 would make it faster but I'm getting worse performance.I've tried profiling on mac pro, quest 3 standalone, and link cable (quest 3). Link cable is by far the slowest and I'm not sure why. My beefy GPU should make the scene render faster shouldn't it? For this particular webgl scene, the per frame gpu time is less than a ms on my mac pro when using the emulator and using the webxr emulator on my windows pc yields about the same. Once I plug in, the gpu time shoots up to 10-15ms. I've run the oculus profiler and it reported a min-max of (0,20ms) and an average of 9ms. This is a super small scene with only 60k vertices so I'm not sure what's going on.I ran profilers and verified that my CPU and GPU both have enough headroom. They're both <50% utilized. I don't see any abnormal Garbage Collecting in the
I am able to get spatial anchors working standalone in the Quest 2, but when I try to get it working in while doing PCVR (using OpenXR), when I create an OVRSpatialAnchor, OVRSpatialAnchor.Created never returns true and it appears that OVRSpace is not initialized. Does anyone know if it is possible to use Spatial Anchors in PCVR?
When I try to run the Oculus Debug Tool, I just get an error message that says:Unable to connect to service, or an HMD isn't connected.What am I doing wrong? An HMD (CV1) is connected, and Home is running.
Meta Avatars custom avatar works in unity play mode on headset but not when i build PCVR or apkhow can i debug this?what can i do to fix it?
Dear community members, I'm reaching out for help with a visual tearing issue I've encountered in a PCVR application when streaming from a PC to my Oculus Quest Pro (same as Quest 3).Issue Description: I'm developing a digital twin of a factory environment using Unity 2021 (same as 2022) and the Oculus Interaction SDK. Upon upgrading to computers equipped with RTX 40 series cards, I started experiencing visual tearing issues. These issues are absent on lower-end systems with RTX 30 series cards even at very low frame rates. Specific Symptoms: In the scene, there are two cameras: a VR camera (CenterEyeAnchor) and a tracking camera, the Main Camera (which outputs high-definition images to a PC monitor), thereby doubling the rendering load.The visual anomalies occur within the display screens of the VR headset.walkwayWithin a factory setting, there is a predominantly white floor texture and a green walkway on the ground. When the gaze lingers at the intersection between the green and
Device : Oculus quest proUnity version : 2021.3.26f1Using the Oculus Intergration(54.1) plugin supported by meta in the asset store.Built an .exe file targeting Windows.On PC, Oculus is linked to Oculus software and C-type cables. This app has 5 to 20 minutes of playtime, and as long as 2 to 3 hours of wait after play.And I've always had Pass through enabled, including wait times.I blocked Oculus from going into sleep mode during the wait time. It worked well for a month or two without any problems, but now the link with Oculus is disconnected after 5 to 30 minutes of running the app.I found a log called 'Server Closed Connection' in OculusClientError and tried the contents of the forum below, but the problem was not resolved.(https://communityforums.atmeta.com/t5/Get-Help/Server-Closed-Connection-Error-can-only-play-for-5-minutes/m-p/702413/highlight/true) Please let me know the cause of the problem or how to solve it.
Just wondering if this has been discussed so far.Many years ago (90s) I worked with stereoscopic LCD shutter glasses and stereo pair images, both computer generated and photos. My initial development plan is to make an image viewing app for the Oculus Rift, where large resolution images (and image pairs) can be loaded and viewed by tilting the head and looking around (to get around the low resolution display in the Rift, images will be loaded at a 1 to 1 pixel ratio and the viewer can move their head around to see the full image).It seems to me like there would be an obvious linkage between the Oculus products and stereoscopic photography, so a discussion of hardware and techniques could be interesting.What I've been using is a Pentax digital SLR camera with a prism lens to split a single image into a stereo pair.This works, but it has a fixed interocular distance so there is no control over the depth of field (the image viewer I am working on will allow you to shift an image pair left
I'm using quest to play Steam VR games. Many of them are keyboard and mouse (meaning the Quest controller aren't good) with VR support. I use a nonVR controler (xbox) with keyboard keys binding ti bypass such issue while still having the VR experience However, the Quest controler are still active, so of course i keep seeing hands or what the games shows them as. And i tryed to remove left controler from Oculus Link PC app, or not touch it at all, randomly it reconnects and stay (the only bypass is remove the battery before this...) I know that physical all you van do is remove the batteries. But what about software wise? Is there an option to deactivate them?
I use the meta to play SteamVR games via Quest link (virtual desktop doesn't work exactly because controllers are messed up and can't change, yes i tryed the keybind in steamVR app) I can use more or less the Quests controller, except, left and right are mirrored in games that use keyboard and mouse (PC) despite being VR supposed Some of the VR games, use WASD (PC letters) to move around. Meaning i am stuck, need to put down the Quest controler and use a different controller (xbox) where I have keybinded the joystick to be WASD Via steam So here is the thing, how can I remap the buttons? Like right joystick (quest) is perfect for VR use. And left one, everything to be PC keyboard (so joystick to be WASD, XY and the 2 bigger bottoms will be separe PC keyboard keys).
So i am currently busy turning my Rift in to a wireless master piece.All the setup has been done and im currently testing battery life, however there must be a better way then to use batteries. Currently i need 12 batteries, to run the rift wireless (4 for the Rift, and 8 for the wireless HDMI device). Does anyone have some advice for me which i can try out to replace the batteries with something else?Current progress:Testing battery life on the Wireless HDMI device (Currently running on 8 batteries for 1 hour and 13 minutes (lets see how long they last)). I highly doubt ill get more then 2/3 hours of battery life on the HDMI device so 8 batteries for 3 hours (estimate) seems a little to steep i think. That is like 5 dollars per session for the HDMI device only (Rift not calculated yet). Definetly the first thing will be rechargeable batteries, but are there other solutions which i should try out?Thanks for your time.
My Kickstarter for our in-shoe "virtual treadmill" system is now up and running!http://www.kickstarter.com/projects/84362967/shoehaiku-game-vr-controllers-that-fit-in-your-shoWe've built a system consisting of a bunch of sensors that you slip into your shoes that hook up to a controller box which recognises "foot gestures" like running, walking, jumping (yes! you can jump!), leaning in all four directions, stomping a foot, etc. The controller box converts these "gestures" into keystrokes or mouse clicks & moves which it sends to the host PC as a "HID" keyboard/mouse. This means that it'll work with almost all games on almost all computers.We have stretch goals to add a bluetooth capability to get rid of the USB cable and Zigbee controllers to allow the controllers to be clipped onto your shoes for a completely wireless solution.Anyway, check it out! -- Steve
Hi,I'm on v59 PTC using the Quest Pro. I am running at 72Hz and prior to whatever the last update was (a few days ago I think) I was able to run without ASW at 72Hz in DCS, and was also able to control it when necessary using RCtrl-1-4 as needed. Since the last update, ASW is now stuck in Auto. I can't control it with the normal hotkeys (and I've checked not overlapping with DCS controls). I can't control it with Oculus Debug Tool. I can't control with OTT. ASW is a *disaster* in DCS probably because it doesn't give out the right data to the runtime for appropriate frame generation resulting in a nystagmus effect that is just sickening. It needs to be disabled. I tried opting out of the PTC which downgraded the desktop app but not the headset for some reason. Please help!
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