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Quest Sending data to C# TCP Server problem

Estemyr
Honored Guest
Solved: The method I had for syncing send event to only send every 1/30 seconds was broken but didn't look like it was. This resulted in loads of information being sent instead, about 2 Mb/s or more when I made new objects.

Hi, I'm having an issue where it seems that the Quest is prohibiting or slowing down the data I'm trying to send to my server.
The reasoning for this is that the incoming data from the server is not slowed down at all, it is all instant, ex. sending data from my computer to the server, and then to the quest, has no delay. While at the same time, sending data from the quest to the server, to the computer, has a very large delay.

I've tried a couple of things and ended up with "pinging" System.DateTime from the quest and then printing out the difference on the server console. It's not exact, but it gets the job done. This is where I noticed where the problem was. Sometimes, Aka, when sending very few packages or say, just position, rotation, and rigid-body variables for one object, to the server (from the quest), it handles decently. But when I tried to sync two transforms. the send speed slows down exponentially. first a couple of seconds then to over a minute and so on as time goes on. This at the same time doesn't slow down the quest at all. the rendering and everything are just fine.

This leads me to believe that I might have missed something during the setup of connecting to the server, that limits the sending speed... But this doesn't make sense since it doesn't limit the send speed on my computer. So my other thought is that I have to set something up for connecting or sending information to the server in the oculus API or in the oculus itself. So I'm not really sure where to go from here.
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