Frequent micro stuttering in Meta Quest 3
Hello, I've owned a Meta Quest 3 for a few days now. Since yesterday, I've noticed a "micro stuterring" problem that appears when I use the headset in standalone mode. This is the same problem described by pan.c.kaplanis and Renegade_R in this topic (see page 2 and following) : https://communityforums.atmeta.com/t5/VR-Experiences/Some-Quest-3-standalone-games-are-lagging-stuttering/td-p/1100483/highlight/true/page/2 Nevertheless, I'm making a new topic because the previous one was initially about Beat Saber (but it's been diverted to Home), and because the problem is marked "Solved" whereas it's not solved at all in my case. Problem description: In the Home application and standalone games, at certain moments, for example when I crouch or strafe from right to left, "micro stutters" appear. This is very visible on the Home application interface, but you can see it by looking at the background too. It's as if for a very short moment (1 frame) the position of the headset shifts, giving the impression that the image is hopping, before returning to its initial position. It happens very quickly, and the shift is not huge. Nevertheless, the repetition of the phenomenon makes it noticeable. The problem appears when I crouch or strafe to the sides. It doesn't appear every time I do these movements, but it happens regularly. I have the impression that micro stutters appear more often when I'm pointing at something with the controller, and/or when the boundary walls are displayed. The problem is extremely noticeable on nearby objects, but it also affects distant scenery. Unfortunately, when recording video, the problem simply doesn't appear, or appears too subtly. In any case, I'm not able to perceive it on video. I'm convinced that this problem wasn't present 3 days ago when I unpacked my helmet. I think it appeared with upgrade v59 as I found other reports of stuterring appearing at that time. I'm now on upgrade v60 but the problem persists. It's annoying because using the headset is generally smooth, but these micro stutters are so recurrent that they're ruining my life in Quest 3. Incidentally, I have the impression that the problem is also present in PCVR with the Link cable. I have the impression of seeing these micro stutters when I crouch in Half Life Alyx. But here I'm less sure, because I know that in PCVR, problems can come from many places. I really hope that an origin for this problem can be found, as all the posts I see on the net suggest that the problem appeared with update v59 and hasn't been fixed since. I can hardly use the headset at the moment, as this problem is really getting on my nerves.Solved21KViews1like25CommentsBring Back the Oculus Home!!
While I understand the need for performance optimization, removing the Home environment entirely has removed a core layer of the PCVR ecosystem, the trophy and decoration system. PCVR users have the hardware overhead to support these environments. By forcing us into the minimalist Void Menu Meta has removed the incentive to collect in-game items and interact with the platform UI. Please consider bringing back a persistent, customizable "Home" for Link and Rift users who want more than just a 2D menu. How come you guys gave Quest cool 3d environments and PCVR users are stuck with some weird Interface. And if the Quest 1/2 can't run it then turn it off by default for them. I'm just saying Oculus Home used to feel more futuristic then the "Modern" Dash Menu ever has. Again Meta please consider bringing back what made Oculus Link special.54Views0likes2CommentsQuest stuck without menu options
I just updated my old quest; it's an original, not quest 2 and it had been sitting in a cabinet unused for a while so I clicked into system & update its software... I now am stuck without a menu bar & unable to do anything but look around at the dome home screen. Restarting did not resolve the issue. Can anyone help me out here?Solved28KViews0likes14Commentsoculus rift home
Hi all I've been using my Oculus Rift happily for some years now but at some point recently it seems that the "homes" that I had built and all the object that I had collected have just vanished. I now have a the "grey field" when I log in to my headset, All the games etc., seem to work okay but I do miss the homes I had built. Is it true that they have all gone for good ? Thanks DavidSolved15KViews8likes73CommentsIAP OnComplete does not finish
We have discovered an issue where some of our users are pressing the Oculus home button right after they enter the pin when purchasing our subscription service. This results in the IAP.LaunchCheckoutFlow().OnComplete() never being called. Any additional attempts from the user to purchase and our app gets an immediate user_canceled error. It seems that the purchase does process on the Oculus side, but because our application does not receive the OnComplete callback, we are not made aware about this. What is the resolution to this issue?1.1KViews3likes1CommentQuest microphone, usable in windows
Hi, I would love to be able to use the quest microphone (I'm on quest 2) in windows, straight from startup (Quest Home Screen). I need it for OBS - So I can communicate with my viewers, while streaming (on twitch), without the need to be in any other app. like SteamVR + Stream Link. (Or the oculus web casting) Said in another way: I would like to be able to use the quest microphone in windows, without the need to cast anything. - Also the ability to easily adjust the microphone & headset audio levels independently, from inside the headset, would be awesome. Best Regards JB1.8KViews0likes3Commentscreating custom home environments
Hi there, i wanted to create my own cutom home environment and try to figure out how to do it properly. I found a tool on Github where you can turn a gltf scene into an apk. but i would like to use Uneal or Unity to have more controll over the outcome. Is there is something like an official guide or documentation on how to do that?1KViews2likes1CommentHow to recenter camera orientation on Oculus Quest in Unity?
I want to reorient the camera to the start position and rotation in my Unity app. I tried this function, but it's not working on Oculus Quest: OVRManager.display.RecenterPose(); I noticed that the Oculus Quest home button on my Quest after a firmware update spawns the quit/resume app sub-menu, but does not reorient the position and rotation in the app. On an another Oculus without the firmware update, the home button still works. I want to know if there's a way to directly call the native code for homing. I can tell through ADB that Oculus knows when the home button is pressed: I/InputHooks_Internal: InputHooks::nativeSetHomeButtonDown(5868.719727): 169889817816KViews0likes8CommentsOculus Quest Home (like Oculus Home but on the Quest)
I have been working on a project for a while now. An Oculus Quest Home app. Main feature I want to get better working now, is a VR app browser and launcher. A more 3D way of accessing your apps, like Oculus Home did with the VR Console where you could add your games as cartridges and launch them from within the home. This would be especially useful for sideloaded apps, and generally just a way of getting more control over how you organize your apps and how you want to launch them. The other, maybe more obvious, feature is a home like Oculus Home or SteamVR Home, where you can decorate it any way you want. I hope to add features that would make it easier to place objects and align them with your real home or VR location. Just need to add a place where you can reset it all, and make it room-scale. I have some questions though, for ideas. I am doing it in Unity, and I finally got it working so that I can get icons for different apps installed on the Quest, and also a list of all their names, the ability to launch them, some methods for benchmarking the app. I also added a way to load GLTF files, like you can in Oculus Home. Which means you can load a 3D model from the Internet at runtime into your Quest Home. On top of whatever objects I will make available inside the app natively. That might give the performance a hit, so I have been working on making it possible to adjust the quality of these models at runtime. I have mainly testet the features. It all still lacks some usuable UI and such, but the ideas so far work. The reason I made this post is that I wanted to know if anyone know of a way to get images from the Quest Store of the installed apps and such? Many app icons are just the unreal logo. SideQuest apps are actually better at having icons. I also tried accessing their banners, but only Unity apps seems to use banners, for the most part anyway, and they are all the same. Just a Unity image with a name of the app on it. One of my goals with this app is to try to keep it all open source, so everything I am using in the app has to be open source. So I am also making it under an open source license. Here is my git if anyone is interested. https://github.com/kblood/Quest-VR-Menu I have not added the latest update yet. I want to polish it a bit more first. But the version that is on git does load GLTF files, reduce the quality, add mesh colliders, reduce their size if they are too big... generally I want to make that all a bit more customizable with some UI in the game, and make it possible to save your objects. I started out using Unity's XR stuff for the controls, but switched to the Oculus Integration SDK instead as it could add support for hand-tracking and such later. So now its based on the Oculus SDK. I might try to make a branch for each of them at some point. But its a very early prototype. Mainly proof of concept stuff so far, but I would still like to get some input here. Maybe hear some ideas, maybe others might want to work on it as well. I am thinking it should be possible to also install apps from this app like you can with SideQuest, but on the Quest itself, and add ADB commands as well, to f.ex. enable higher refresh rates, set the resolution higher and such things. Should be possible by sending ADB commands from the Quest to itself over the network.2.4KViews0likes3Comments