Quest 2 pcvr airlink not working
So I’m primarily a pcvr player and for whatever reason my usb cable doesn’t like doing cable link so I started using air link, and now that doesn’t work either both oculus and computer are as up to date as they can be the oculus seems to recognize my computer but will not link I click on the computer from the quest link menu it says not connected I click again and try and link and nothing happens, I’ve also tried removing the device from my computer but now the oculus link app doesn’t even recognize my oculus, I’m puzzled and not sure what’s going on is this just an issue on my part I don’t really know where to go from here. I just wanted to play blade and sorcery lol1.3KViews0likes6CommentsAir Link auto disconnect drastically slowing development iteration time
Hi, I am using the D-Link VR Air Bridge adapter to connect my Quest 2 to my PC wirelessley. After about 5 minutes of me not using the headset, the Quest 2 disconnects from Air Link. This is extremely annoying because I am developing a VR game and everytime I want to test I need to reconnect air link which takes 2+ clicks inside the headset. Can you please adjust air link to not auto disconnect after 5 minutes?596Views0likes0CommentsUnable to read the proper boundary info via Airlink
If you are using Airlink, you are unable to read proper boundary info. ie. what runtime provides you (doesn't matter if you use OpenXR or Oculus SDK) is incorrect. Here's a video of me recording three cases https://youtu.be/0RAaA14LYus And copied the description from the video about parts/cases: Recorded on Quest, the game uses VRAPI (OpenXR gives the same result but with VRAPI I am able to render the actual boundary) Recorded on PC, Quest 2 is connected via Airlink, the game uses Oculus SDK. Note that there is an offset for the play area centre here. Recorder on PC, Quest 2 is connected via Airlink, the game uses OpenXR. Note there's no offset and I am standing closer to the apparent play area centre. I also moved my arms behind me to show where the boundary ends. The most interesting bit here is that Oculus SDK (2) read boundary points properly but still provides incorrect play area info. It almost encloses the whole play area (GetBoundaryDimensions can accept values for boundaryType, I use ovrBoundary_PlayArea, but it kind of looks like ovrBoundary_Outer). Another thing is that I might have at an angle when I started to setup guardian and maybe there's something that makes the boundary off. When I setup a boundary before, it was more aligned on PC with what I had on Quest but for ovrBoundary_PlayArea it still was enclosing the whole boundary tried it. OpenXR was off as well. This is something that has been happening with Airlink since day one. I know that it was reported not only by me and hasn't been fixed yet. I provided steps to replicate the bug, examples, as much info as I could gather only to learn that support has closed my tickets and now I am even unable to create new ones 😄 I started the thread here as it is a general issue and can't really tell if it's more PCVR or Quest related as it seems that PCVR runtime is unable to cooperate with Quest via Airlink.1.2KViews2likes0Comments