VR Chat Error "Oculus platform error during user proof check timeout during fetching DSAT"
VRChat for some reason keeps giving me that error and it won't load after that. I can't even press the "Okay" button. Is this an issue that many people are experiencing, or is it just me? The error then proceeds by saying that I need to use a PC and a cable to play VRChat with quest link. I've done that and I can play it, but the point is that I want to play VRChat without my PC so I can play anywhere, and this error keeps blocking me from doing that. Is there a fix to this issue? if so how? (I've tried reinstalling, using my phone hotspot, restarting the device)Solved57KViews3likes63CommentsFrequent 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.Solved19KViews1like13CommentsStandalone Vulkan in headset not working correctly - Huge Flickering, Incorrect frames
Hello, I'm working on a game with The Mirror (https://www.themirror.space/) , we've spoken to support at Godot Engine and they have mentioned that the Quest 3 has a Vulkan issue where the headset flickers intensely. We are experiencing this issue but only on the meta quest 3, on Mac, Windows, Linux and the quest 2 we don't have the same rendering problem. I have made a video of the issue please see the video https://www.youtube.com/watch?v=gd4NBKl0Gro The team at Godot Engine have tried to resolve this problem before for quite a lot of users but haven't been able to locate the source of the issue apart from it seems to be driver related for the adreno 740 in the meta quest 3. I am not a driver/rendering expert and would appreciate any help with this issue. The API is using Vulkan 1.0 and Vulkan 1.1, it has Vulkan 1.2 available too. I can provide full source code. Thanks, Gordon MacPherson907Views1like2Commentsosc protocol on oculus quest 2
Hi There! I'm working on a standalone app for Oculus Quest 2 that uses the OSC protocol. When the app receives an osc message it crashes but I have some Internet permissions enabled in the Android Manifest. I think I'm obviously ignoring something. Any advice is well accepted, thanks!1.1KViews0likes0CommentsControllers disappear when the HMD is unmounted and then mounted in the Windows build.
In the Windows standalone build, the controller and hand tracking will not function if the HMD is unmounted and then mounted. The detailed situation is as follows. When I put on the HMD and start the game, I don't have any problems at first; it plays fine until I remove the HMD. If you remove the HMD during a game, wait a moment, and then put it back on, the controller and hand tracking will not function. With the HMD removed, a slight movement of the mouse on the PC will restore the controller and hand tracking. At this time, the camera position becomes (0, 0, 0) on the PC screen and stops tracking the HMD position. - The above problem does not occur in APK builds. - This does not occur when I press the play button in the Unity editor and check on the actual device using Oculus Link. Versions - Oculus application: 38.0 - Oculus Quest2: 38.0 - Unity: 2021.2.7f1 - Oculus Integration: 38.0 - MRTK: 2.7.3 I do not see the key to solution at all and would appreciate your listing it if it is what, or it may seem to be revealed as it is enough even for seeming to become the hint.3.2KViews2likes5CommentsCamera working fine in Unity Editor, but breaking down after a few seconds in the standalone exe
Hello, I'm facing a problem that I can not really debug, and I feel like I'm missing some crucial step in building for Windows. So any insight would be much appreciated. I also asked the identical question over at Rift board, so I apologize for duplicates. But I just realized Unity Development is the correct place, not Rift. Basically, when I run any game that I'm building in the Unity editor it works just fine. But when I export the game as an exe and run it from there, within seconds, the frames start cascading down, getting squished vertically and leaving jittery trails at the top. - The version of Unity is 2019.2.9f1, with Oculus Integration Asset from the asset store, v1.43 - The headset is Oculus Rift S and - The monitor is running at 2560 x 1440 resolution. I captured a video of what it looks like, but apparently I can't attach links yet. So I made a low quality gif which essentially shows what's going on: Has anyone else encountered a problem like this? As I said it seems like I'm missing a step, but I follow the instructions by Oculus Documentation and there doesn't seem to be anything out of order. Thanks in advance579Views0likes0CommentsOculus SDK didn't callback for standalone
Hi, I am following the oculus unity standalone example code for entitlement check but it didn't callback. (Update: it works with a build but not in UnityEditor. The following issue only exists with UnityEditor) try { Core.Initialize(); Debug.Log($"Oculus initialised {Oculus.Platform.Core.IsInitialized()}"); Request request = Entitlements.IsUserEntitledToApplication(); Debug.Log($"request id {request.RequestID}"); request.OnComplete((Message msg) => { Debug.Log("Entitlement check finished"); if (msg.IsError) { // User is NOT entitled. Debug.Log(msg.GetError().Message); onFailed(); } else { } } ); OVRPlugin.occlusionMesh = true; } catch (Exception ex) { Debug.Log("failed to init oculus", ex); } I added Debug.Log in Callback.HandleMessage(Message msg) in Oculus sdk and found the request id in Message was mismatched with the request id which was used to register the callback method by always 1 less. For example, if the request id for registry was 38, then the id in message for callback was 37. internal static void OnComplete<T>(Request<T> request, Message<T>.Callback callback) { requestIDsToCallbacks[request.RequestID] = new RequestCallback<T>(callback); } if (requestIDsToCallbacks.TryGetValue(msg.RequestID, out callbackHolder)) { .... } Any idea what's wrong? Thanks, Ke535Views0likes0CommentsOculus Go "stand-alone" requires a mobile phone... pfff....
I just go Oculus Go, and now after starting it up first time it says it requires a mobile phone. I just got this because I didn't want to use my mobile phone for VR. I'm very confused, it clearly states "STAND ALONE". Which means I should be able to use it without any other device requirements. I can't. And I won't. I got Go for a reason, to keep it my VR stuff separated from my JOB phone, which is the only one I got. So I can't bypass this "start by installing the *app* on your phone" without pairing it to a device that I don't have any control over.17KViews1like108Comments