OSC/WebSocket/MQTT to Quest
Hi there, I'm trying for a few days to have something working on UE4.27 and I'm hitting a wall. I've made a blueprint where i'm able to receive OSC input data from a remote laptop to a UE4.27 app that then triggers an event (for now print something or play a specific audio cue). It works flawlessly on UE4.27 but as soon as I load the project onto the quest and send that same OSC input data it crashes the app on the Quest 2. I tried different ports, data formats but still the same behavior without much logs to learn from which make me wonder if the Quest forbids such incoming IP communication ... could someone confirm whether or not Oculus Quest accepts remote information (regardless of the protocol used). Maybe I'm missing something in the settings somewhere but I couldn't find much information about it. Thanks for your response4.3KViews2likes8CommentsCloud Backup not working
Hello. We have a project on unreal 5.5.0 for quest 3 and our save system is working and we have cloud backup enabled on dashboard. But when we uninstall the game and reinstall it we seem to lose all the saves. Am I missing some configuration? Thanks for the help.72Views2likes3CommentsFIX THE ISSUE THAT RESULTS IN CONTROLLERS FAILING ON REGULAR BASIS
Why is meta unable to address the serious problem with controllers failing or bricking, or purple lights of death? Replaced mine 3x in month and keep getting refurbished junk. what is meta doing about this? It's costing me time, money, and a ton of frustration with terrible support & constant down time. I paid $500 for this thing but have maybe 3 full months of play time over 10 months. How is this OK?15Views0likes0CommentsUsing Native Libraries (gstreamer) on Oculus Quest II
My goal is to stream video over udp on a LAN and view it with my Oculus quest. I'm using gstreamer to set up the stream on my network, I'd like to use the same software to view the stream on my Quest. I've tried a couple of different ways to do this. The first is the GStreamerUnity plugin for Unity. This runs fine on desktop, and I can even deploy it to Oculus quest via provided .so files. However, the application silently dies (according to logcat) at plugin loading. I gave Unreal Engine a shot with the UE4-Gstreamer plugin for Unreal 4.26 but I ran into the same problem - runs fine on desktop, silently dies on quest even with static ARM64 android .a files included via the plugin build.cs. So, first question: Are these libraries NOT dying silently, is there some messaging you all might be aware of that I'm missing for debugging purposes? Secondly, my intuition tells me this is probably an NDK mismatch problem or something? As in, the libraries I'm using are compiled with one version of the NDK (or whatever) and are throwing errors, even though the application itself was built with the correct versions of everything. Does that sound reasonable? Finally, has anyone gotten low latency video streaming to work on Oculus Quest in their Unity or Unreal application via GStreamer, FFMPEG, or some other means? Would you mind sharing the magic?3.1KViews1like3CommentsPlease explain VRC Quest Performance in detail
For example: 1 Apps must maintain a rendering rate of at least 60 fps. for a Meta Quest app, how many rendering rates(fps) at least are required on quest2 and quest3? 2 Interactive applications must use a refresh rate of 72 Hz, 80 Hz, 90 Hz, or 120 Hz. (120 Hz not available on all devices) What's the difference between the refresh rate and the fps here ?Is it the same meaning?609Views0likes1CommentRunning 2 or more simultaneous VR apps on Quest
Hi everyone, I'm a PhD student working on a Meta Quest app for accessibility. My current pipeline intends to run a Quest app native on-headset, stream a live feed to a PC (which processes some data from the app), then route some data from the PC back to the headset. Ideally, I'd like to run an application on-device in the background on my Quest that processes the I/O and can run simultaneously with X other app on the device (e.g. send information from Beat Saber to the PC and back). Due to performance restrictions I cannot just run everything on PC. I'm fine with having a tethered connection to the PC to send information from the headset to the PC, but I still need the ability to run Native apps on Quest and display audio/visual data back to the headset. I'm familiar with the Oculus Performance HUD that's able to show a live performance graph on top of Native apps, so there's definitely a way to do this. But it seems like that app may have privileged access to do so (unless I'm mistaken, which I hope I am). As a researcher, I don't mind if a solution requires the headset to be in developer mode, but I don't see anywhere that explains how the performance HUD works or how we could emulate it in our own apps. Does anyone have any ideas on how to run 2 (or more) simultaneous apps on Quest? I'm currently using a Quest 3 but have access to a Quest Pro if needed. I've already checked out related posts (e.g. 1 2 3 4 5) which appear dead, unanswered, or unrelated, as well as the v66 background audio feature releasing soon (not yet available on my headset at time of writing), but that wouldn't solve this issue on its own either. Any ideas? Thanks in advance! 🙂1.2KViews0likes3Comments