PC VR - Passthrough AirLink - OpenXR
Hi there, I don't have much experience with OpenXR. I was wondering just briefly, is it possible to use passthrough via the OpenXR extension (XR_FB_passthrough) when using a Quest 2 Air-Linked to a PC. So the app will be built and running on the PC, the client HMD is the Quest 2. My issue is as the app won't be running natively on the Quest 2, can it still access the necessary camera via AirLink ? Or is it only possible to use this when developing for directly for Mobile/Android apps running on the Quest 2 directly ? Thank you.12KViews2likes10CommentsWith Quest Pro Dropping in Price, Can Meta Prioritize Supporting the D-Link Air Bridge?
Meta promotes the D-Link Air Bridge as a perfect PC to Quest solution but fails to support the newer Quest Pro headset. The community would appreciate some guidance as to when Meta anticipates support as neither D-Link nor Meta Customer Support provide transparency.6.6KViews28likes12CommentsAMD Encoder's 100Mbps Cap
Hello everybody, as you can see from the screenshot above, AMD fixed in their last driver 23.2.2 the problem with their encoders when going over 100Mbps. Full release notes here: AMD Software: Adrenalin Edition 23.2.2 Release Notes | AMD If i remember correctly, meta has hard capped the bitrate to 100 for AMD cards, so i tried to play a little with the settings after updating the drivers (i have a 6800xt) and can confirm, even if i push fixed 200Mbps from the oculus dashboard (with airlink), I'm still capped at 100Mbps. If anyone from Meta's team is reading this, please consider updating and let us use higher bitrates. It may be that AMD's user are a minority in the VR world, but we are still here. Thanks3.1KViews2likes5CommentsOculus + Air Link causes computer crashes when the headset disconnects from WiFi.
As usual, it's hard to pinpoint exactly where the issue originates due to all the handoffs between apps. My Quest 2 is connected via Air Link through the Oculus App, to SteamVR, which is then running VR in Unreal's editor. If the connection is active and the headset is awake, I can successfully run in editor as many times as I want. If the connection is not active (only SteamVR is open, Oculus is closed and not set up), Unreal will successfully fall back to a spectator pawn. If the connection is active but the headset has disconnected, my computer will freak out and eventually crash whenever I interact with VR. So far, those crash events occur when I open Unreal (which presumably makes contact with the VR setup) and when I hit that Play in VR button in the editor (as when the headset's fallen asleep between uses). As soon as one of these actions is initiated, I hear cable whine from my PC--the only time I've found that it does this--and I have a very short time to catch it before the mouse freezes, the screen stops, and the computer needs to be restarted. If I'm able to get my headset on, dismiss the lost connection dialogue, and reconnect to my PC over Air Link, it has a decent chance at recovering. I think I've had this happen with Unreal closed, though the above is my primary observations so far. SteamVR has been opening and closing for ages and never caused this on my computer. I previously used VirtualDesktop for this and also never had issues there, though this was largely before my current PC was built so that's not a clear indicator. The computer itself is very new and, on paper, shouldn't be a problem. GPU - 3080 Ti CPU - 5950x RAM - 64gb2.3KViews1like1Commentquest air link not working on laptop with onboard gpu and primary gpu
A long time i am struggling with this I have a laptop with 2 gpu's a onboard gpu and a gtx 1050 when i try to airlink it doesnt work when my onboard gpu is on i can turn the onboard gpu off through device manager when the gpu is turned off airlink works but all my games run at 1-5fps except valve games like half-life 2 vr mod and half-life alyx i tried every solution i found on youtube .using nvidia control panel and graphics settings to set the oculus app and all those other files like ovrServer_x64.exe OVR Redir OVRLibrarian OVRLibraryService Oculus Platform Runtime Application OculusClient.exe OculusDash.exe and UE4Game to use my primary gpu .using graphics setting in windows to set app to use my primary gpu .forcing games to use my primary gpu through nvidia control panel and graphics settings i hope someone has a solution2.2KViews0likes4CommentsOption to mute ambient sound in link mode
So after a days worth of searching I finally found that Meta has removed the oculus home when you connect a quest 2 to link mode, in my case airlink. What is left is a white room with a grid and a VERY annoying ambient background sound. There is NO WAY to mute this sound other than muting master volume. I want to use my pc desktop in VR, watch movies, use Discord and everything is overlapped by that god awful noise. If you are going to remove a feature like oculus home that did not have that noise at least make sure what is left is fully functional. Add an option to mute the background noise or give us back oculus home! This is probably going to be my first and last Meta product. Having a $100 price hike right before I bought it, having a useful feature removed with no notice or info that it was removed (had to search for hours to find it was not a bug) and then to have this noise I can't get rid of while trying to watch a video in VR. I should have just sprung for an Index.1.5KViews4likes1CommentQuest 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 lol1.3KViews0likes6CommentsUnable 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