Oculus using integraded GPU instead of Nvidia GPU
Hello everyone! I recently bought a Oculus Quest 2 and I have been having trouble with it. If I want to use my Oculus for Airlink it links and then it starts lagging so extremely much. Something around 1 or 2 frames per second probably. I can't play Beat Saber trough my Oculus or any other not Oculus store games. I have already tried several solutions that helped other people but nothing helps. Before you start typing my specs are not good enough, they are. It has been brought to my attention that my GPU is probably the problem. Oculus is using the integraded GPU from my computer instead of my Nvidia RTX 2060 GPU. Does anyone know how to fix this? I'm tired of not being able to enjoy my Oculus. If someone knows how to help please let me know Thankyou!2.3KViews0likes2CommentsLag when using Quest 2 for PCVR
About a week or two ago, I've been having a recurring issue while using my Quest 2 to play PCVR games using the Link Cable. My frame rate is fine when I start up Oculus Link but as soon as the Oculus Rift Home loads in my frame rate drops to roughly 2-3 fps (I've checked this using the Debug Tool with Performance HUD). If I start up a game or load into the SteamVR environment, everything is back to normal except if I use the Oculus button on the right controller to open the overlay, with causes the frame rate to drop again and making it unusable.1.5KViews0likes0CommentsHandtracking in PC SDK
Hi. Is it possible to do handtracking with the PC SDK? Reading through the documentation didn't help. We build simulators, and our product currently uses Leap Motion to do the tracking and interact with virtual buttons. For what I understood this is only doable in Unity, am I wrong? Can someone confirm this is doable outside of Untiy/Unreal Engine? Thanks.2.4KViews4likes2CommentsQuest 2 controller Differentiation
I am interested in developing my own VR hardware, so I was wondering how the Oculus Quest 2 discerned the left touch from the right touch in its vision processing. The rings are mirrored, but the blob pattern doesn't seem to be unique enough for it to tell based on that, and it seems to know automatically. I have a few running theories but I was hoping someone had a concrete answer. Thanks (No, I'm not trying to make 3rd party touch controllers, yes, I know the headset won't track 3rd party controllers)824Views0likes0CommentsP2P how to handle internet loss
Hi, I have my game setup (using UNITY) and running on PC ( and Quest ). My question is how do people usually handle when one player has their internet go out while in a match? My game specifically only ever has 2 players, so if one players internet goes out I would expect the other player to be aware of that somehow and respond accordingly. I don't see the player getting any kind of event or notification or anything like that. Do I need to add a heartbeat that constantly pings the opponent and use that to determine the other player's internet went out? That seems like it would be build into the SDK, but perhaps not. ThanksSolved2.9KViews0likes1CommentHow to debug C# script when using the touch controllers and the headset
Hi, I am new to Oculus Quest 2, I made a sample project and I wrote some simple C# scripts for the inputs from touch controllers. I used Unity 3d editor and Visual Studio for C# scripts. The C# scripts I want to test are like the following: if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) { var touchDeltaPosition:Vector2 = Input.GetTouch(0).deltaPosition; Vector3 movement = new Vector3(touchDeltaPosition.x, 0.0f, touchDeltaPosition.y); rb.AddForce(movement * speed * Time.deltaTime); } I want to see if I move the touch controllers how the codes above behave, basically I want to debug with the actual devices. Is there a tutorial about this? Thank you in advance1.2KViews0likes0Comments