PCVR/Link Development
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im working on a PCVR game for a version of windows that doesnt allow installation of general windows software (excluding UWP store) so i need to know if someone has already made a software (singular PCVR app) that shows up as a PC in air link on the headset (in other words, use link to directly enter a VR app) for context, the windows version in question is 4th gen xbox OFW
I have created a small Qt-project to demonstrate how to use the OculusSDK in conjunction with the platform independent Qt framework.It basically consists of just one child-class of QGLWidget. Besides the platform dependent locations of the libraries and header-files the pro-file has to contain these settings:QT += core gui opengl networkCONFIG += c++11LIBS += -lovrThe project contains three files:main.cpp#include "oculusglwidget.h"#include <QApplication>int main(int argc, char *argv[]) { QApplication a(argc, argv); OculusGLWidget w; w.show(); return a.exec();}oculusglwidget.h#ifndef OCULUSGLWIDGET_H#define OCULUSGLWIDGET_H#include <QGLWidget>#include <QGLFramebufferObject>#include <OVR.h>#include <OVR_CAPI_GL.h>#include <Kernel/OVR_Math.h>class OculusGLWidget : public QGLWidget { Q_OBJECTpublic: OculusGLWidget(); ~OculusGLWidget();protected: virtual void initializeGL(); virtual void resizeGL(int width, int heigh
For us Meta Quest 2 or Meta Quest Pro users connected to PC VR through Airlink/Link on the desktop application — is there a method to toggle between desktop and standalone oculus home?(Without shutting down the desktop application running)If not, I believe there would be a great benefit to allowing users of the Oculus Desktop App to swap to the Oculus Home (standalone).Why?To mute ourselves or end calls in the Oculus Party Call that may take place with our friends who do not have PC VR and can't take a call in Discord or other third-party application.Check the battery percentage (the bar option isn't reliable)Initiate standalone software updatesAdditionally, perhaps Meta should release a standalone piece of software to log in and start an Oculus Party call outside of the Desktop Application so users of the Rift S can hop into calls with users on a Quest 2.This would be great and help boost the desktop experience so we're not left out of voice calls/multiplayer connectivity.
Hello everyone! I recently bought a Oculus Quest 2 and I have been having trouble with it. If I want to use my Oculus for Airlink it links and then it starts lagging so extremely much. Something around 1 or 2 frames per second probably. I can't play Beat Saber trough my Oculus or any other not Oculus store games. Ihave already tried several solutions that helped other people but nothing helps. Before you start typing my specs are not good enough, they are. It has been brought to my attention that my GPU is probably the problem. Oculus is using the integraded GPU from my computer instead of my Nvidia RTX 2060 GPU. Does anyone know how to fix this? I'm tired of not being able to enjoy my Oculus. If someone knows how to help please let me know Thankyou!
Hello,My company is developing a PCVR app for clients and we are going to provide them with multiple Quest 2. I would like to know if it will be possible for them to share one unique account (maximum 7 quests per client) or if they will need a different account each, which would be very inconvenient for both of us.I know it is possible to have multpile accounts on the same Quest, but I don't know if the opposite is possible. I know some people have already asked this on this forum, but it was for personnal purposes and with "on Quest" games, whereas we are selling a PCVR app. We don't have a problem if they share saves between "on Quest" games, since they won't share the PCVR save that is stored on individual PCs.So, is there a way for us to do that ?Thanks a million.
Hi There has been a problem that guardian would not permanently turn off the guardian(disable boundary) system in Oculus Rift S. I have been trying to turn off the guardian system in all the time,but guardian will be active again although in the settings its still set at disabled. So I had to reset the protection system and disable it again. Recently I have found many reasons for his appearance, because we really want to find a solution .For example: 1)Change the intensity of the light. 2)Change your surroundings (more people is possible). 3)Restart the pc,and so on. There are too many uncontrollable factors, I want to achieve a fully automatic system, instead of manually setting it up again and again. Because there are security protections in reality, I am not worried about the harm caused by shutting down the protection system. I believe we have done a good job.However, the guardian
Hi there,I am putting together a startup based on Oculus in India.Developers and Co Founders needed. Request responses!
SOMEONE HELP ME
I am disabled. Severe pain prevents me from wearing a headset often. To stay in touch with friends and pass time I use the PC app. But it's frustrating bad with just keyboard shortcuts and I cant do much more than hang out since most things can't be done. I don't understand why the PC app can't support game pad controllers, other VR games do. I think more people would use the game if they could use it without the headset. Yeah, I get Meta want's to sell headsets. I think they would sell more of them by people just checking the game out and then wanting the full experience. If you want to keep the game proprietary at least make a headset with a removable battery to cut the weight down. Most people have them plunged in anyways because battery life is not good. I am sure both of these things that would help me out will never be implemented. It's a shame because I socialize with the most people on HW but every other game is actually nicer when it come to anything else.
Hello, since i swapped 3060ti for 3080 (10G) I have strange performance issue with Airlink at 120Hz.When my performance headroom gets under 50%, it stays stable for a few seconds and then starts oscillating infinitely and movement/image in the game becames jittery/stuttery and unplayable. It usually jumps between 20% - 40%. Sometimes the frequency is slower. If you look at the sky and look back it will perhaps hold 41% but the oscillation never stops on it own.It doesnt report dropped frames, Its not ASW or MSW. This affects every game. If headroom stays over 50%, its smooth. I think I have tried everything, including fresh install. PTC, resolution, bitrate, h264/h265, sliced encoding.. nothing changes. Never seen this with 3060ti.90hz Airlink or Questlink 90/120hz doesnt do this. Maybe its hunting for V-sync offset? Overlay doesnt change though.
Hi.I see online lots of different answers on this topic. Does Quest 2 officially supports hand-tracking with Link cable? Some users say that they could not do it, but I tried for a few days, built from Unity and I can see the hands, I can move, I can recenter, so it works apparently.The thing is, if it is officially supported, I cannot make it work withh interaction. I use interaction sdk, latest at this moment, to grab some items with my hands. Of course, in editor and in an Android build works, but with link on my PC I can see the hands, but I cannot interact, I cannot grab that object. When I pinch, I can see it lights the tip of the fingers, like it is doing in editor, but doesn't work.I am wondering if it's a Unity thing and I need to investigate further, or is it something that is not yet officially supported.Thank you Thank you.
Hi, I plan to create a virtual reality room which will include 7 square spaces of 2.40m on each side, separated by 10cm sound barriers. Each room will be equipped with a Quest Pro connected wirelessly to a PCVR with the best possible speed (Wi-fi 6E). To optimize bandwidth, do you recommend using a 6E Wi-Fi router in each cabin? Is this technically possible or would there be too much interference?Wouldn't a single router for all 7 headsets be saturated?
The process of taking a screenshot on PCVR with any oculus device, whether USB or AirLink, is so archaic. We are in this age where we see all of these incredible technologies like face-tracking and eye-tracking, yet when we are in PCVR, we have to,press the oculus button to return to the oculus environment,hover over the details/systray in the action panel,select the screenshot button,rush back into the game and position my right eye so that the subject of the screenshot is in frame before the 5s timer ends,which is absolutely mental!There has to be a better way. there must be the capability to have the oculus button + some second button take a screenshot.
when in PCVR, you are unable to see the current % of battery left for any of your controllers, or your actual headset.this is so wild to me.Please add a UI element on hover to show the remaining %.
Dear Quest2 / Meta Dev-Team, for sure i am not the only one having following problem:I want to play a game via steam on quest 2 and grab my meta quest2 device which is connected by cable by default. I only use the device with cable on my PC - many, maybe most players do that.Now i press the power button and the device starts in standalone mode.i manually have to click on several buttons to start the PC-VR Mode and mirror my desktop to the Quest2.One time thats no problem - even sometimes thats no problem. But for all who plays in Cable-Mode ONLY its a pain in the A§!$%...It would be much more conveniant if the Device recognizes the plugged in cable and starts in PC-VR Mode by default with a cable connected.Thats point one. A second point is: Why does Handtracking suddenly stops working when i am in PC-VR Mode?Only for that reason i have to grab my controller and use it just for clicking on the desktop icon within the oculus home. Also here: Why is that? Basically i need my VR cont
Hello I am a developer who has just started developing webXR.We are currently testing and implementing Quest 2.I want to move the headset's camera, but there is no change even if I change the camera position.Below is my code. Any problem?import * as THREE from "three"; import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader"; import { OBJLoader } from "three/examples/jsm/loaders/OBJLoader"; import { OrbitControls } from "three/examples/jsm/controls/OrbitControls"; import { FlyControls } from "three/examples/jsm/controls/FlyControls"; import { PointerLockControls } from "three/examples/jsm/controls/PointerLockControls"; import { VRButton } from "@/assets/js/customVrButton"; import { XRControllerModelFactory } from "three/examples/jsm/webxr/XRControllerModelFactory"; /** * 하나의 오브젝 구현체 */ class WebglBase { renderer; scene; camera; animateInterface = () => {}; axesHelper; directLigthHelper; option = {}; ui; count = 0; rootEl; clock = new THREE.Clock();
A long time i am struggling with thisI have a laptop with 2 gpu's a onboard gpu and a gtx 1050 when i try to airlink it doesnt work when my onboard gpu is on i can turn the onboard gpu off through device manager when the gpu is turned off airlink works but all my games run at 1-5fps except valve games like half-life 2 vr mod and half-life alyxi tried every solution i found on youtube .using nvidia control panel and graphics settings to set the oculus app and all those other files like ovrServer_x64.exe OVR Redir OVRLibrarian OVRLibraryService Oculus Platform Runtime Application OculusClient.exe OculusDash.exe and UE4Game to use my primary gpu .using graphics setting in windows to set app to use my primary gpu.forcing games to use my primary gpu through nvidia control panel and graphics settingsi hope someone has a solution
To help others that have had similar issues, trying to connect quest 2 with a laptop using airlink will run into issues with the integrated graphics card (black screen with three dots) the Band-Aid fixes posted in multiple forums of disabling integrated graphics or enabling high performance graphics on a per app basis come with their own issues from poor performance and crashes to blue screens Or just not working at all. The solution I have found is to use virtual desktop from the quest store and link with this method, so far this has worked flawlessly and resolved all performance issues. Until the link software is able to handle the changeover of integrated graphics to dedicated this may be a viable solution for others having this issue using their quest on a laptop.
https://www.youtube.com/watch?v=fgqmg104FV8 i tried all the posible things i can douninstall all usbun install oculus quest pcrest oculus quest 2reinstalla nividia
Hello, I've searched high and low for an answer on this but have found little to nothing, and the recommended steps to fixing my issue that are found on the Meta website don't work in the slightest. I am trying to redownload VRchat, since we moved the headset to another computer and account on said computer. I logged back into my Meta account and went to play, but it keeps throwing that the app is having issues downloading and to visit the support page. It does this with every app I've tried. Another issue: when attempting to use the desktop feature, which allows to use the desktop while keeping the headset on, it also doesn't work, as it won't even allow me to use the mouse cursor when in desktop mode. Someone please help me with this, as I've no clue how to fix it or what even caused it.Extra info: won't load VR apps launched using SteamVR either, but will launch SteamVR home.
Hey all.We've been using the Rift platform for testing our games on PC but recently we've been having problems retrieving any user's friend list. The error message in question is:"error":{"message":"Permissions error","type":"OCApiException","code":200,"fbtrace_id":"AKUo-ZTkKryRvDol_mzVEuv"}As you can see it looks like a permissions issue but according to the dashboard these are granted for both apps. The entitlement check, user ID, profile picture and everything else is working fine.Both apps' pages are new since the previous ones were deleted by mistake.
My vr air bridge wase kinda hard to connect each time but i use to find a way to get it but someday, it stop. I tried literally everything include uninstall Oculus desktop app, factory reset the headset and delet all pc network seting...still nothing. Always end with air bridge configuration done, ready and connect one i jump on the air bridge wifi in the geadset. The problem is from there, impossible to pair with pc even if i see the air bridge in the air link pairing popup...it's not blue, its grey and nothing appen when ivclic to pair....please help
I noticed that you can pass the --DisableTimewarp flag to the OculusMirror tool to disable timewarp (I assume both normal and async). This is useful because it lets you record VR video without black fringes. And it is possible to turn off ASW using the OculusDebugTool. I want to be able to turn off timewarp for VR video recording that doesn't use the OculusMirror tool - is this possible?(Obviously this would just be for my own recording and not something I would be shipping in an app.)
so i am using my friends headset because im across the county, and even if I wasn't, I could still use mine because it's broken, but anyway, I need some help. So to use the Meta Quest Developer Hub, you need to connect the headset, though type C witch isnt a problem. My friend has a link cord. The problem is that when I go to add the device, it says that I need to turn on dev mode in the companion app, despite having my oculus account as a verified developer with an organization. Is there any possible way to just get the head set to connect without going through that step? I also can't use side quest or anything like that because of the same problem.
Hi all, I am creating an XR project in TouchDesigner, and I don't know yet how to get the live outside video inside TD. I would then comp the different flux to create the passthrough effect. Is there a way around, can we connect the quest Pro camera as a "webcam" hardware and use the "deviceIn" node in touchdesigner ?Thanks
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