Why is Meta putting out updates that bog down and make older Quests unusable?
I purchased a Meta Quest 2 for my daughter for Christmas 2 years ago.. right after the Quest 3 was released. We barely used it but when we did it worked fine... up until about 6 months ago. Now this thing is about as good as a paper weight. Its practically brand new as its barely been used. Spending over $250 for a case and additional head strap to keep it safe and its literally worthless now. Upon research on other forums it seems like the updates that are being pushed out are basically making these older models useless. It gets stuck on simple operations that shouldnt be a problem... like trying to update an app or set up steam. I factory reset it and its still thinking for 5 minutes just opening the app store or basic menu. Of course now its been too long and my warranty is out so what now?....... im stuck with a $160 paper weight and a very disappointed child and other members of my household. Yall are as bad as apple pulling this stunt. Did you think about how this would effect other people who dont have the money to shell out hundreds of dollars on new models that you just keep half-a$$ pumping out to make money??? Probably dont give a crap as long as people keep paying their subscriptions and buying the new models. Corporate greed has ruined gaming.. and the country in general. Ill never purchase a single thing from Meta ever again.. AND I will tell everyone I know (including content creators) to avoid this trash. Its sad, really, because I wanted to like it. Every time i set it up for my daughter I had such a hard time with everything (and im VERY tech savvy) that I wanted nothing to do with it for myself. Im so done.53Views1like1CommentDelay in Passthrough Camera Feed Versus Virtual World in Unity with XR All-in-One Plugin
0 I am developing a mixed reality application in Unity using the XR All-in-One plugin from the Unity Store with a target device being the Quest 3. I've successfully integrated the RigCamera, Hands, and Controllers tracking, as well as enabled passthrough using BuildingBlocks. However, I'm experiencing a noticeable delay in the passthrough feed from the real world — about half a second — while the virtual world interactions remain at full speed, causing a mismatch between the two. Steps I've taken so far: Ensured all configurations in 'Project Settings -> Meta XR' are correct. Updated the project settings for Android build. Tested with Unity version 2022.3.20f1 LTS, as recommended by Meta. Enabled passthrough in the Oculus properties app I've also recorded a video demonstrating the issue. You can see how the virtual hands or/and controller react immediately when I move in the real world. However, the passthrough is really slow, causing this mismatch I have been talking about. Does anyone know how to synchronize the passthrough feed with the virtual world and eliminate this delay? Any advice or insights would be greatly appreciated as I am really lost where the problem is coming from.1.6KViews2likes3CommentsOculus Quest store extremely slow download speed!
I am wondering if there was a reason why it is taking 5+ hours to download a 1Gb game on a 75Mbps Internet connection. I am hoping that because Oculus Quest has sold out and it is christmas day, the Oculus Servers are having a hard time with the large influx of new devices. Unfortunately i feel alienated with that hope because it seems as if i am the only one suffering with this problem. I am concerned to troubleshoot my internet as it would cancel my download wich is at 80% currently, but it works fine on my phone and laptop.Solved124KViews9likes38Comments[go] 30fps and i don't know why
Hi, i've made the fps visibel (with stat fps and OVRMetricsTool) and realized that is incredibly low (30fps). To check out the reason i've made all Objects hidden except the base room (4 walls) the result is nearly 30fps.. The i've made a new Level with only a floor, my pawn, sky and sun…. the result is nearly 30 fps. I have a smal test Project and loaded it to the go, it has 60fps and everything is green. I've compared all config files with the working Project and made it nearly the same (except Level Name), delete the intermediate and the build directories. The result is nearly 30 fps. Now i Need a little help to find out what's the reason for this. Any ideas? Thx Forward!596Views0likes1Comment