PCVR/Link Development
Recently active
Hey!I'm setting up a project for PC/VR that uses handtracking. And everytime I package my game, the camera is on the floor and the floor is at my eye's level. Making it impossible to run the game properly.Everything wlse works, handtracking works, pawn's blueprint work, interactions that use my hands and my pawn also work.The issue also happens when using controllers.Also, the issue already happens in a default VR template project. So it is not a project issue.I’ve just tested a few ideas here, and even If I move my pawn by a certain height(z) value, for example, be it by moving the pawn or teleporting it on begin play, the camera always does the same issue - as if ignoring height by all means.Stage, floor or eye level settings all come out the same - Both for controllers and handtracking.I did test starting the build with the Quest 2 on the ground, in the middle of my play area and then picking it up… the issue still happens. For controllers and if you don’t mind being with your heigh
PC Specs: Ryzen 7 5800 / GeForce RTX 3060 Ti I cannot connect my Oculus to my PC because Airlink is nowhere in my settings.
Hello, I wanted to know if the Quest Pro special functionalities, starting with the Eye Gaze tracking, works with Unreal Engine 5, because it looks that it is not supported yet. I used the OpeXR Eye Gaze function but with the Quest Pro it doesn´t work.Does someone knows for sure if it works or not in UE5 ? Thank you !
Hello everybody, as you can see from the screenshot above, AMD fixed in their last driver 23.2.2 the problem with their encoders when going over 100Mbps.Full release notes here: AMD Software: Adrenalin Edition 23.2.2 Release Notes | AMDIf i remember correctly, meta has hard capped the bitrate to 100 for AMD cards, so i tried to play a little with the settings after updating the drivers (i have a 6800xt) and can confirm, even if i push fixed 200Mbps from the oculus dashboard (with airlink), I'm still capped at 100Mbps.If anyone from Meta's team is reading this, please consider updating and let us use higher bitrates.It may be that AMD's user are a minority in the VR world, but we are still here. Thanks
it won’t let me develop or on oculus whyyy
I'm trying to retrieve the Guardian geometry using OVRBoundary.GetGeometry(BoundaryType.PlayArea) but it always returns an empty array, despite the fact that I've definitely set up the Guardian. Anyone else have issues or success with this?
Hello,I am a masters student and for my thesis we are studying the impacts of fire on individuals. We were hoping to be able to design a VR game to simulate an in fire experience so including increasing smoke, difficulty seeing ect. We have 3D footage of the environment we are hoping to use.I am just wondering, is it possible to turn this into a 'reality' and then upload it to the VR machine so that the subjects could be experiencing the fire environment as they are being tested?Thank you so much, any assistance and guidance is appreciated.
since last week I was able to play perfectly fine my Assetto Corsa with my Oculus Quest 2 with my PC (Ryzen 5, Nvidia 970 GTX Video Card, 16gb Ram).Last week I was asked to update the Oculus App on my PC. After the update, the Oculus App forced a reboot on my device, I saw a little progress bar different than the usual one (I guess a firmware update or something like that), and after this update my gaming system is basically screwed up.Since I installed the update, I can no longer use "Oculus Quest" as Rendering VR engine, because it has stuttering, artifacts, distorded images and is slow as hell in general, while, on the other hand, if I choose "OpenVR" as rendering engine, everything works. OpenVR is generally slower and has worse performance than the native VR rendering provided by Meta, but at least it works. So the update screwed something, so for me it's not possible to play anymore using the native VR engine, and there is of course is no way to downgrade the fir
I want to develop a PCVR WebXR browser application: A browser that supports browsing WebXR content, computed on the PC, per Quset Link to Quset 2 header and do Interaction as normal.In short: a PCVR with Meta Quest browser's WebXR capabilities. Purpose: To open a large and complex WebXR site. The site runs on the Quest 2 header for comparison and has reached a performance ceiling. I would like to build a browser in PCVR that supports the experience of WebXR content. Question: Is there already a compliant development kit, or browser package?Previous attempts: FirefoxRealityPC(FxRPC)Unfortunately, the project has been discontinued. : End of support for Firefox RealityAfter trying, it didn't achieve the function I wanted
Hey all,I recently got a Quest Pro (and shortly after, a Quest 2) and being the stubborn person that I am, decided to try writing an OpenXR driver for Quest Link to use on macOS and Linux, since Meta does not currently support these platforms (nor do I expect them to any time soon lol).However while writing my own driver, I noticed that the Quest Pro consistently had worse performance. Looking further, I found that with the exact same resolution, encoding settings, etc, Quest 2's USB transmit is a stable 0.5ms, whereas the Quest Pro often crosses the 1ms transmit time.Quest 2:INFO [comp_ql_calc_frame_pacing] Avg: tx 0.575194ms, encode 18.336222ms INFO [comp_ql_calc_frame_pacing] Avg: tx 0.479831ms, encode 18.421983ms INFO [comp_ql_calc_frame_pacing] Avg: tx 0.482888ms, encode 18.347163ms INFO [comp_ql_calc_frame_pacing] Avg: tx 0.480982ms, encode 18.464094msQuest Pro: INFO [comp_ql_calc_frame_pacing] Avg: tx 1.075382ms, encode 12.934615ms INFO [comp_ql_calc_frame_pacing] Avg: tx 0.710
I have bought a new Oculus link cable to connect to my pc. It shows the green check mark and says it is connected and active on the pc. However, when I try to play anything on steam vr or oculus app, I get audio but no video. All I see on my headset is a black screen with three white dots. Can anyone help me with this?
Can oculus please, please enable hand tracking when using PCVR? There are some games, like DCS World, that would benefit greatly from it. Being able to reach out and activate buttons and switches with your actual hands would be awesome. Or just giving us the option to emulate quest 2 controllers with our hands would be pretty great.
Acer Nitro 5 (2021)Ryzen 7 5800HRTX3060 (8 GB)16GB512 NVME + 1TB SSDQuest 2The Oculus APP shows that the visor is connected and online... SteamVR too.Airlink is connected, but only the 3 waiting points in the center of the screenOne time I received a suggestion from SteamVR for connect via Cable the computer to same router where the Q2 are connected. The router (connected to the principal Fiber connection) is a new one router Cuddy with Wifi6 and 5ghz too and I only use for the gaming system. waitingwaitingwaitingand nothing.If I Start the Visor on SteamVR shows Visor and Joystcks working (green) and I can see on the PC how the joysticks are moving in my hands in a virtual set created by SteamVR, but when I move the head the visor don´t move nothing, and the screens on Q2 stills with the three points or black. In some games, I can hear the sounds, but nothing more.I update all the drivers various times... The Q2 have the v47 working.I have not Sidequest on this computer installed.
Is it possible to record mixed reality (passthrough) PCVR apps now that v47 has been (gradually) released? The release notes specify that users can now record MR/passthrough "on Meta Quest Pro devices", but it isn't clear whether this functionality extends to PCVR with a tethered Quest Pro running a MR app.Things we have tried post v47:Native Quest Pro recording / on device (passthrough appears as black background)Sidequest streaming (PC steam goes black once our unity application launches)----v47 release notes for mixed reality capture ie. capturing passthrough instead of a black screen on Quest ProMixed Reality Capture (Meta Quest Pro only)Share the magic of mixed reality with friends and family. On Meta Quest Pro devices, you'll now be able to capture photos and videos while using mixed reality in Passthrough.This will be rolling out gradually.
Hi guys,I was trying to install the PC App today. The installation worked quite fine. The moment when the VR says to establish the link in the VR and the rest have to be done on the Computer, my Oculus App starts.This is how it looks like: https://imgur.com/z4qgqiZI've updated the NVidia graphics driver and repaired the Oculus app. What else can I do? My firewall is off and there is no Virus Defender installed, the active Virus control from Windows is off.ThanksEDIT: Reddit Thread with official oculus support statement: https://www.reddit.com/r/oculus/comments/mdhl4q/grey_screen_indefinitely_during_software_setup/EDIT2: Use Oculus Tray Tool to restart or kill the service, works fine for me, while troubleshooting back and forth.Download Link here: https://www.reddit.com/r/oculus/comments/5okoju/oculus_tray_tool/EDIT 3: I have added another mirror for Support.rar, Oculus Tray Tool and USB Deview: https://drive.google.com/drive/folders/1IPoyK8G2Nm_9o5hc2Ez91Us1WPtt0GAz?usp=sharing
Im so tired of bumping things. It seems like a no brainer since it works so well on quest and it USED TO BE in rift but they took it out. Please bring it back for my poor CV1's sake.
I do not have a HDMI on my tower so of course i go buy and adapter, i get the adapter and plug it in and plug in my RIFT headset but i still can not get that HDMI light to turn Green on Connection?? Can anyone reccomend or help me please, its for PCVR - RIFT (1st one) just trying to hook it up for my son, brand new computer... has 500 GB, windows 10+ i just dont know what to do, can someone please help me. Thank You!!
PC specsRTX 305012th Gen Intel(R) Core(TM) i5-12400 2.50 GHz16.0 GB RAMWindows 11Blurry image with Horizontal lines I have tried updating my drivers windows updates setting the resolution too the lowest and still it looks blurry I cleaned lens multiple times. The image looks clear on my monitor put when i put on my headset it looks blurry I don't know if its my PC or my headset
No Image on the Quest via SteamVR
Well if you are working through a developer mode that is changing different because Microsoft Redmond show just like a lot of people stealing from someone like the person who created a lot for Apple had a problem with people doing the same thing.
Solved, don't use Openxr in UE4
so my link cable (kiwi design 3.0) and other wires i have tested (3.0) dont work with my headset bc it constantly disconnects. and bc of this it makes the vr unusable. it used to happen but overtime it got worse and now the cable just disconnects every 30 sec to 1 min. anyone know a solution?
At the moment we use a Quest 2 as a stationary Monitor that is simulating a microscope.Because of that we dont need the controllers for any interaction with the questand we dont need a guardian system as the Quest 2 is not moving at all. Can the Meta Quest Pro be used without connected controllers (i.e. no batteries inserted) ?
大家都是几点回家四季花海武汉审计局手机打电话
Edit (11/11/22): We've found that some users are able to download the same build and others cannot. We can't see any pattern at the moment (one user had 2 computers in the same room/network with different outcomes). Hi everyone, We're seeing an inability to download builds uploaded after approximately 12 noon UTC on the 9th of November. When attempting to download through the Oculus desktop application, the user receives a popup that reads "Sorry, we couldn't install [game title]. Visit Oculus Support to get help." When attempting to download the build using ovr-platform-util, we get a little more information in the logs files as to what is going on. Relevant command line output reads: Logging in Logged in successfully Starting download for build: 5656359067773068 Retrieving build manifest Reading build manifest Downloading 25% [░░░░░░░░░░░░░░░░░░░░░░
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.