Oculus Quest Link gives a black screen when I open my Desktop
I've read many articles, posts, and websites about this issue. Everything says to "set OVRServer_x64 to Power Saving mode." I've done that multiple times. I've also re-installed the Oculus app, twice. I've re-downloaded all my NVIDIA and AMD drivers. I have no clue what to do. Quest link worked a week ago, now it doesn't. I can add desktop panels, and use them, but I can't see my desktop. Any help would be appreciated. ------------------- My specs: Operating system: Microsoft Windows 11 Home (10.0, Build 22631) Processor: AMD Ryzen 7 7700 8-Core Processor 8/16 Motherboard: ASRock B650M-C RAM: 32 GB Graphics card1: NVIDIA GeForce RTX 3060 Ti (8 GB) Graphics card2: AMD Radeon(TM) Graphics (512 MB)Solved38KViews4likes40CommentsVR in iRacing, stutters randomly, vision is extremely distorted, occasional complete black
I am attempting to use my Quest 3 to play iRacing, I have a 3070 and ryzen 7 5800x, my settings on iRacing are turned down to only having the car textures on High everything else is low / off. the resolution on my Oculus app is set at 0.9, the refresh rate at 70hz. The issue is that after maybe 5 minutes into a race, the VR starts looking terrible, it gets all distorted and it looks like certain squares are not where they are supposed to be. Randomly it will begin to stutter and freeze. Additionally, sometimes the whole thing just shows a black screen. I am using the Quest 3 Link cable from Meta its brand new.21KViews4likes53CommentsOculus lik recognize connection as USB 2.0
Good evening and happy new year! I'm using my oculus quest 2 with a "CableTex usb-c to usb-c 3.1 5m" but i'm not getting it recognized as a 3.0 but only as a usb 2 (at -+ 350Mbps). My motherboard is a "MSI MAG B550 tomahawk" (mounted i have a ryzen 9 3900x, 32 gb ram and an msi gaming x rtx 2060super); i'm getting the same result through all my usb C ports: -1 on the front (connected to the internal motherboard connector which is a 3.2 gen1 usb c) -1 on the rear io (direct from the motherboard which is a 3.2 gen2 usb c) -1 on the rear pci expansion card (it's a supageek pci expansion card, which theoretically from the amazon spec. is 3.0, although it says in the description that it is NOT compatible with oculus rift; anyway is working fine but recognize as usb 2 as the others) From Device Manager in windows 10 pro it says that my ports are 3.1/3.0 but i know that there are some misleading in the meaning of usb 3.x genX; so i think that windows is operating those ports just fine. I tried flipping the usb c cable the other side (even if it should be "specular" but i read that some time it works) and i tried like 10 other cables (usb-a to usb-c) that i had laying around (2 of them i know in fact being 3.1; the other were spares that could be 2.0) to different ports (rear and front ports, so all 3.2 gen1 5Gbps and 3.2 gen2 10Gbps); but the result were the same: recognize as USB 2, and working at "only" -+ 350Mbps. So i'm here to ask for assistance, the oculus link IS working but i can't activate 90hz mode because it recognize the connection as USB 2.0.16KViews0likes8CommentsOculus Link Sync Issue with Quest 3: Video lag behind head movement
I've found a bug with the Oculus Link software using the official link cable and Quest 3. Every time I try to play some relatively demanding PCVR titles or enter some heavy worlds in VRChat, after the computer stutters for a few seconds for loading, the headset tracking and the streamed video feed go completely out of sync. The frame rate in the demanding scene after loading is high and smooth, but the video feed in the headset is a bit delayed relative to my head movement, resulting in an extremely nauseous experience. Even after I quit the demanding game and returned to Oculus Dash, the problem remains, and the video feed is still delayed. This bug can be reproduced consistently. Reconnecting the Oculus link briefly eliminates the problem, but the delay happens again when I try to load scenes. This makes the Oculus link unusable. Any solutions? PC spec: Dell G15 Laptop (i7-12700H, RTX3060, 16g RAM, Plugged in wall). Quest 3 connected via Thunderbolt portSolved21KViews8likes58CommentsViewing Point Cloud in Quest2 from Intel RealSense 455 using Unity and Oculus Link
Hi there, I'm trying to create a project where I can view point cloud data from a RealSense camera on my Oculus Quest 2 using Unity and Oculus Link. Here are the steps I have taken so far: I ran the "PointCloudDepthAndColor" example scene from the Intel RealSense SDK package for Unity, and it worked perfectly fine within Unity. Next, I imported the Oculus Integration package into the scene and added the OVRCamera prefab, adjusting all the necessary settings such as targeting both eyes. However, when I run the scene in Unity, the display only appears on the left side of the Oculus headset. Do you have any suggestions on how I can fix this issue? Thank you.1.4KViews2likes1CommentVirtual Desktop with cable connection
I have read some posts here and there and found out, that Quest3 supports USB-Ethernet Adapter. After some tests, the best adapter ist this: https://www.amazon.de/gp/product/B0C3GHBLB6/ref=ppx_yo_dt_b_asin_title_o00_s00?ie=UTF8&psc=1 It works great, i can charge my quest at gaming and if i start at 95%...play a hour....i end at 95%. It´s a absolut stable connection without interferences and i can use godlike with 500mbps! (measured is ~480mbps, but 500mbps works without any problem) For me the best PCVR link/experience i can get! For use you need: -developer account -activated USB debugging -DHCP in Router Short summary: -turn off WLAN in Quest 3 -LAN cable to router <> adapter -PD to adapter -Adapter to Quest 3 -Turn on and check if the store is loading without WLAN, then you know, it´s working Greetings....ah, and if a meta developer read this: PLEASE DON`T TURN OFF THIS FEATURE!19KViews8likes31CommentsUsb C not connecting to quest link
Hello, i recently got my quest 3, i love it and am happy i decided to purchase it, however to date my only issue is that my computer or my quest will not recognize each other when connected with a USB C to USB C. i have had success with the same Cable using a USB A adapter on one end and tried to use the cable that came with the quest aswell. The quest will charge off of both ports but will only connect to quest link off of the USB C to USB A. Both ports are running usb 3.0. My computer is a Lenovo Legion Tower 7i Gen 8 (Intel) Gaming Desktop, i have a 4080 with a I7-13700KF, the usb ports i’m using are numbered 8&12 on the tech specs that i am sending a link to. It will only connect to quest link off of port 12 but still draws power (i think more) off port 8. I have tried to flip the cable as stated in the original post but no luck, please do inform me of any potential solutionsSolved12KViews1like19CommentsAnti Aliasing
While using oculus quest link my games were running very badly and I noticed quite quickly that anti-aliasing was most likely the problem. So I go to setting and try to turn it off but when I click it the toggle stays the same. I search for hours but still can’t find a fix.Solved8.1KViews1like14CommentsMeta Quest Pro: How to use Eye Tracking with Oculus Link in Unity
Hello! I have a Meta Quest Pro pro device and am interested in using the eye tracking feature over Oculus Link on a Windows host machine while developing in Unity. However while I'm able to get hand tracking working over Oculus Link - the eye tracking fails to initialize even with permissions enabled. This is a scene that works as expected when deploying an Android build to the device directly. It logs this when trying to start the app with the Oculus Link: "[OVREyeGaze] Failed to start eye tracking." When adding log statements in the project I see that the "OVRP_1_78_0.ovrp_StartEyeTracking()" function (and therefore "OVRPlugin.StartEyeTracking()") is returning a failure but I'm not sure how to see the error: if (!OVRPlugin.StartEyeTracking()) { Debug.LogWarning($"[{nameof(OVREyeGaze)}] Failed to start eye tracking."); return false; } I've seen other posts displaying beta eye tracking support in the Oculus app but I no longer see those options in the latest version of the app. Is it still possible to do eye tracking over Oculus link? Are there extra steps required to enable it? Here are the versions of my software and packages: - Unity Version - 2021.3.16 f1 - Oculus App Version - 53.0.0.98.132 - Windows Version - Windows 11 - Unity Oculus XR Package - 3.2.2 - Unity OpenXR Package - 1.5.3 Thank you!3.1KViews1like1Comment