Frequent 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.Solved19KViews1like16CommentsQuest 3 stuck in Battery Saver Mode
So I toggled the battery saver mode 3 days ago and ofc it lowered resolution. I wanted to test the feature. So I toggled it on, saw the change, and then toggled it off. When I turned it off, the resolution stayed the same, the fovetated size stayed the same. Everything was the same as if I was still on battery saver mode (with full charge on the headset). I ignored this issue until today as I cannot deal with it anymore. I restarted the device, resolution is still low, text is pixelated, FOV is terrible, everything warped. The headset thinks I'm in battery saver mode still. Tried toggling it on and off and there is literally no change when turning it on, and of course no change when going back to off. Please help. I'm on v60Solved78KViews23likes328CommentsUpdating to v60 caused problems in development in Unity
QuestPro has been updated to v60. After that, when developing an app in Unity, Execution data from build and run is not sent to the QuestPro console. The pass-through and hand tracking functions are also not normal, so development in Unity has come to a halt. With the update to v60, have there been any other reports of bugs in Uity development? Please help if you have a solution.493Views0likes0CommentsPTC v60 - 1-2 second input lag with Bluetooth LE devices.
Hi, I updated two of my Meta Quest 2 devices to PTC v60 version today and noticed that connected Bluetooth devices (BLE) have huge input delay lag. Earlier today the Bluetooth connection worked fine on these devices on V59. The input lag is between 1-2 seconds when Bluetooth controller is connected. I have tried to factory reset the headsets but the issue still persist. I have also third Meta Quest 2 device which still has V59 on it and the Bluetooth controllers work correctly on that one. This is a huge issue since it makes Bluetooth controllers not usable at all which is key functionality in our application. Please try to fix this before releasing V60. Version: 60.0.0.107.366.536455832 Runtime version: 60.0.0.107.366.536455903 I tried to figure out what exactly is the issue and created an application that connects to the Bluetooth device. When tried to read data from the BLE device it took 1000-3000ms to receive the data in Meta Quest 2 V60. I tested this on Meta Quest 2 V59 and there the response was instant. Below is the code that I used to connect and read the Bluetooth device data and the logs from V60 Meta Quest 2 device from when the read operation started to when it finished. ---Code--- public void ConnectToDevice(String deviceAddress) { if(_isConnected) { return; } BluetoothAdapter adapter = BluetoothAdapter.getDefaultAdapter(); BluetoothDevice device = adapter.getRemoteDevice(deviceAddress); device.connectGatt(this, false, mGattCallback); } public void ReadData() { if(_isConnected == false) { return; } _bluetoothGatt.readCharacteristic(_characteristic); } private final BluetoothGattCallback mGattCallback = new BluetoothGattCallback() { @Override public void onConnectionStateChange(BluetoothGatt gatt, int status, int newState) { if (newState == BluetoothProfile.STATE_CONNECTING) { _isConnecting = true; } else if(newState == BluetoothProfile.STATE_CONNECTED){ _isConnecting = false; _bluetoothGatt = gatt; gatt.discoverServices(); OnConnected(gatt.getDevice().getAddress()); } else if(newState == BluetoothProfile.STATE_DISCONNECTING){ _isConnecting = false; } else if(newState == BluetoothProfile.STATE_DISCONNECTED){ _isConnecting = false; _bluetoothGatt = null; OnDisconnected(gatt.getDevice().getAddress()); gatt.close(); } } @Override public void onCharacteristicRead(BluetoothGatt gatt, BluetoothGattCharacteristic characteristic, int status) { String value = Arrays.toString(characteristic.getValue()); UnityPlayer.UnitySendMessage("BluetoothLEController","Info", value); } };873Views0likes0Comments