My pc don't cover the min spec ??? with RTX 4050
Hi everyone, so I just got my meta quest 3, I want them to play on them but also on pcvr, the problem comes when I install the meta que link on my PC, and suddenly appears that my pc doesn't fulfill the minimum components to do PCVR, but here comes the weird thing my pc has a Ryzen 5 series 7000, an RTX 4050, 16 gb DDR5, and a 1TB storage, I have try everything, force oculus client to use my dedicated graphics card, not the integrated graphics, change some specifications on how does the graphics card interact with programs and games, y have change some settings so I could play No Mans Sky VR, by steam, but nothing works, the message keps appearing, my game goes like trash even tho I put the settings on low (standar), the debug tool its set on 200 to 300 mb of data transfer, I been trying leveling that up, but if I do that the game won't even start, games like the forest and half-life Alyx crash suddenly with barely 10 min gameplay.. I just want to enjoy my oculus, but this is very frustating I being trying days, I have re-install, card controllers, windows updates, meta quest link app. If u have a recomendation on something, I would be very greatfull.Solved216Views0likes2CommentsAPI Error - Can't upload PCVR Rift build via Meta Quest Developer Hub
Hello! I need some help from Meta's engineering team. I am unable to upload a PCVR (Rift) build of my VR game via the Meta Quest Developer Hub (MQDH). I have a working VR app that runs just fine on PC via Quest Link or AirLink (created via Unity 2022 LTS + OpenXR). However, when I try to upload my app build via MQDH, I get a non-descriptive "API Error" and it points me to a log file. I have attached a screenshot of the error below. I can't attach my log file here because it contains sensitive information, however I am happy to provide it to Meta privately (please let me know the best way to do this). Some additional context: I am using Unity 2022.3.7f1 LTS and I am using the OpenXR runtime via Unity's XR Plug-in Management system. I have both a Quest version and a Rift version of the same app. If it matters, I have *not* imported the Oculus Integration because I am using the new OpenXR runtime and Unity's XR Interaction Toolkit, as is recommended when using OpenXR. The Quest version of my app uploads just fine via MQDH and passes all automated tests. But when I attempt to upload the PCVR build for my Rift version of my app, I get an "API error". Could someone from Meta please let me know what to do in order to successfully upload a PCVR app build for the Rift version of my app? I am happy to provide you with my log file also. It is very important that I support both Quest and PC. Thank you!4.8KViews2likes6CommentsMeta Quest 3 with Link Cable has very low FPS.
Hello, First of all, I am beyond excited to try this new technology that you guys have brought to life. It is truly an amazing experience, and I’m so glad I decided to buy it. I'm also a game developer, and recently, I wanted to try VR game development in Unity with my Quest 3 headset, which is where I’m running into a bit of trouble at the moment. My Wi-Fi connection is really poor, so I decided to buy a link cable. When I test the connection, it says I have a 2.4 Gbps speed, and everything seems fine. However, when I launch Oculus Link through my headset, the first 2-3 minutes of the experience are perfectly smooth without any FPS drops. But after those initial minutes, my FPS rapidly drops, making it unbearable. I tried reinstalling the Oculus app, but the problem persists, and I’d really appreciate your help in fixing this issue. I’m using an MSI GF63 Thin 11UC-617XTR laptop with 16 GB RAM, an Nvidia RTX 3050 4 GB, and an Intel® Core™ i5-11400H Processor. My friend has a laptop with an RTX 3050Ti and has successfully developed a VR game in Unity, but I can't seem to achieve the same results. To clarify what I mean by "low FPS": when I turn my head in Oculus Dreamdeck, the area I’m looking at appears dark at first, and then, after about half a second, the graphics load. Also, I can’t click on objects smoothly because aiming becomes difficult due to the low FPS. I’d greatly appreciate any help you can offer. I really adore this technology, and I want to be a part of it as it continues to grow. Thank you!1.6KViews0likes5CommentsTracking issues on a Meta Quest Pro in PCVR, Air Link, large surface (200m2)
Hello Meta VR community, We're encountering intermittent tracking issues with our Meta Quest Pro headsets and are seeking guidance or insights that might help resolve these problems. Here's a summary of our setup and what we've experienced: Equipment and Software: We are using three Meta Quest Pro headsets, purchased weeks apart. Our VR application is developed in C++ using our own engine and leverages the OpenXR API. Usage Environment: The headsets are used in a large 200m2 area for a scientific study. We have disabled physical space management and boundaries to allow free movement across this large area. We use the Air Link mode. Modifications: We've covered the proximity sensor inside the headset (the one that detects if the user is wearing the headset or not) to prevent the VR environment from resetting each time the headset is removed and put back on. Issue Details: Generally, the headsets perform well in 15-25 minute sessions. However, 2-3 times a day, in average all three headsets experience what seems like a tracking loss, resulting in a reference frame shift. Sometimes, the correct tracking resumes within a second; other times, it does not recover by itself. Sometimes there won't be any problem for the whole day, sometimes it looses tracking several times per our. Troubleshooting Done: We've already tried removing boundaries, resetting the headsets, cleaning the lenses, and updating the firmware of both the headsets and the connected PCs. These steps haven't resolved the issue, which also occurs on a Quest 3. Hardware Specifications: PCs: Windows 10 64-bit, Core i7, equipped with GeForce 3080 TI or 4080 GPUs (tested on 2 machines). Networking: WiFi 6E router. VR Headsets: Three Meta Quest Pro headsets, running on v63 Lighting: Consistent lighting conditions, with the issue manifesting in two distinct locations. Given these details, could anyone provide any suggestions on what might be causing these tracking issues or recommend further troubleshooting steps? We're eager to ensure a stable experience and are open to any advice you may have. Thank you in advance for your support!3.2KViews0likes7CommentsPCVR/Link Development in Meta: A Comprehensive Technical Analysis
Introduction This technical analysis examines the development landscape of PCVR (PC Virtual Reality) and Link technology within the Meta ecosystem, focusing on the Quest platform. We'll explore the underlying technologies, compare different approaches, and delve into the technical challenges and solutions in this rapidly evolving field. Hardware Architecture Meta Quest 2 and Quest 3 serve as the primary standalone devices for PCVR via Link: 1. SoC (System on Chip): - Quest 2: Qualcomm Snapdragon XR2 (Based on Snapdragon 865) - CPU: Octa-core Kryo 585, up to 2.84 GHz - GPU: Adreno 650 - Quest 3: Qualcomm Snapdragon XR2 Gen 2 - CPU: Octa-core Kryo, up to 3.19 GHz - GPU: Adreno 740 2. Display: - Quest 2: Single fast-switch LCD, 1832x1920 per eye, 90/120 Hz - Quest 3: Dual high-resolution LCD, 2064x2208 per eye, up to 120 Hz 3. Tracking: - Inside-out tracking using multiple wide-angle cameras - 6DoF (Degrees of Freedom) for head and controller tracking Comparative Analysis: Quest 3's improved SoC and display provide better performance and visual fidelity for PCVR streaming, potentially reducing the encoding/decoding latency and allowing for higher resolution streams. Software Stack The software infrastructure for PCVR development on Meta platforms involves several layers: 1. Runtime Environment: - Oculus Runtime: Manages device drivers, tracking systems, and provides APIs for developers - OpenXR: Cross-platform standard for VR development, supported by Meta 2. Development SDKs: - Oculus PC SDK: Native C++ SDK for low-level access to Oculus hardware - Oculus Integration for Unity/Unreal: High-level SDKs for popular game engines 3. Graphics APIs: - DirectX 11/12: Primary APIs for Windows-based PCVR development - Vulkan: Cross-platform graphics API, offering lower overhead Comparative Analysis: While DirectX is more commonly used due to its long-standing presence in Windows development, Vulkan offers potential performance benefits, especially in multi-GPU scenarios or when targeting multiple platforms. Link Technology Deep Dive 1. Oculus Link (Wired): - Protocol: Custom USB protocol over USB 3.0/3.1 - Bandwidth: Up to 5 Gbps (USB 3.0) or 10 Gbps (USB 3.1) - Latency: Approximately 20-30ms motion-to-photon latency 2. Air Link (Wireless): - Protocol: Modified Wi-Fi protocol optimized for VR streaming - Bandwidth: Depends on Wi-Fi capabilities (ideally Wi-Fi 6/6E) - Latency: 30-40ms motion-to-photon latency under optimal conditions Technical Challenges and Solutions: 1. Compression and Encoding: - Challenge: Balancing image quality, latency, and bandwidth usage - Solution: Dynamic encoding bitrate adjustment based on available bandwidth and scene complexity - Implementation: H.264 and HEVC (H.265) encoders with custom optimizations for VR 2. Latency Mitigation: - Technique: Asynchronous Timewarp (ATW) and Asynchronous Spacewarp (ASW) - ATW: Rotational reprojection to reduce perceived latency - ASW: Interpolation of intermediate frames to maintain smooth motion 3. Tracking Synchronization: - Challenge: Aligning PC-generated frames with headset tracking data - Solution: Predictive tracking algorithms and low-latency data transmission protocols Performance Optimization Techniques 1. Fixed Foveated Rendering (FFR): - Technique: Rendering at lower resolution in peripheral vision areas - Implementation: Custom fragment shaders with multi-resolution rendering passes 2. Variable Rate Shading (VRS): - Technique: Adjusting shading rates across the rendered image - Support: Requires hardware support (available on newer GPUs) 3. Dynamic Resolution Scaling: - Technique: Adjusting render resolution based on performance headroom - Implementation: Frame timing analysis and resolution adjustment per-frame Comparative Analysis: FFR provides consistent performance benefits but may introduce visible artifacts. VRS offers more granular control but requires newer hardware. Dynamic resolution scaling provides a good balance but can result in noticeable quality fluctuations. Developer Tools and Debugging 1. Oculus Debug Tool: - Features: Performance HUD, ASW controls, encoder settings - Use Case: Fine-tuning and performance analysis 2. Oculus Mirror: - Functionality: Displays headset view on PC monitor - Application: Debugging visual issues and recording gameplay 3. Performance Profiling: - Tools: Oculus Performance Profiler, Unity Profiler, Unreal Insights - Metrics: Frame timing, GPU utilization, memory usage Best Practices for PCVR Development 1. Optimize for Link streaming: - Reduce draw calls and polygon count - Implement level-of-detail (LOD) systems for complex scenes 2. Latency-aware design: - Implement predictive input systems - Design UIs and interactions with latency considerations 3. Cross-platform compatibility: - Use abstraction layers for platform-specific features - Implement scalable rendering pipelines for various hardware capabilities Conclusion PCVR development for Meta platforms involves a complex interplay of hardware capabilities, software optimizations, and VR-specific technologies. By leveraging the latest advancements in Link technology and implementing robust optimization techniques, developers can create high-fidelity, low-latency PCVR experiences that bridge the gap between standalone and PC-based virtual reality. This technical analysis provides a comprehensive overview of the current state of PCVR development for Meta platforms, highlighting the intricate balance between performance, quality, and latency that developers must navigate in this cutting-edge field.1.1KViews1like0CommentsIs there any other way to get hand tracking data other than using OpenXR in PCVR?
Hi, I am trying to find out if there is another way to get hand tracking data other than using OpenXR in PCVR. I know that hand tracking data can be got by using Meta Quest Link's OpenXR. Thank you.1KViews0likes2CommentsPCVR Horizon Worlds won't launch
Since the last Oculus PC app update a few days ago I can't launch Horizon worlds through the PC link cable. I click the game (either through the quest or on screen with the mouse) and the launch screen opens but a second or so later it closes with no error message. I can still run the game on the quest without PC link and if I go to the PC Horizon worlds folder I can launch the game in pancake mode but for some reason it won't play in VR through the app. I've updated windows 10 and GPU drivers to the latest versions. Any ideas how I can overcome this? Alternatively, as it only occurred since the last update and is limited to the Oculus PC app I'm guessing the issue lies there, but is there a command I can add to the Horizons.exe to force it to launch in VR mode rather than pancake?1.1KViews0likes1CommentQuest 3: How to keep audio playing on PC speakers when headset is off? (ignore proximity sensor)
Hello, I'm developping for a special hardware and we're trying to switch from HP G2 PCVR to Quest 3 since the availability of the former is waning. We've been working hard to make it work at least as well as it did with the HP, both visually and performance wise. Now we're close to having it all together, except for the sound. With the HP Headset we had audio in both the HMD and PC speakers. With the Quest 3, we have that as well, but only when the proximity sensor is triggered (aka. Headset is on). - Headset On -> audio on both HMD and PC - Headset Off -> only audio on HMD. Is it the expected behavior ? Cause I feel what you'd want, is to have the audio from the HMD turned off when you remove it, not the opposite ? Wether it is expected or not, is there any way, in unity or in the meta software to disable that and keep the audio of the PC playing ? Thanks for your helpSolved2.9KViews0likes1Comment