Quest 3 won't load games
I have the Meta quest 3, I haven't had it very long and it's having issues. It's not wanting to load games. The main ones it won't load are Pavlov and ghosts of Tabor. Pavlov will load then go black screen and nothing else. Ghost of Tabor will have the sign for it like it's loading but it won't do anything else. I've restarted the headset, I've uninstalled and reinstalled both apps. I've done everything short of factory resetting the headset and it still won't load the games. I really don't want to have to factory reset the headset and lose all my games save data.Solved29KViews1like28CommentsOculus Rift S Screen stays black
I've been looking everywhere on the internet, tried every solution found on reddit and whatsoever, even tried to use software to bypass meta software... Looks like Facebook killed the Oculus Rift S. I cannot contact support because my serial is not recognized, it's ridiculous. I was so disappointed and sad when I saw Facebook taking over Oculus, and I was right, it's become awful, and now after the last update, the Rift S worked only once and now never anymore. Sensor, remotes and everything works, except that the screen stays black. Nothing changed and now i have a nice piece of technology that does not work This is extremely disrespectful, pushing people to buy new products by killing the old ones. It is unfair, as I paid money for a device that was working, and i really WISH that Facebook wouldn't have forced us to use their ridiculous software. Who's going to refund me for a 5 years old device that was working perfectly, always taken care of and put back in its box at every use, looking brand new, no damage to cables or anything. There MUST be a workaround to make it work again. Please, solve. I don't want to buy a standalone device. My computer did not get any update so it's all on facebook. I would write so many offensive words to their engineers and managers but it's pointless, hoping to get a reply and a fix that actually works, avoiding software like OculusKiller (which did not work anyway) or other payware. Thanks.50Views0likes6CommentsIs my Meta Quest 3S broken ?
Hi! I have just recently acquired a Meta Quest 3S headset and everything was going well. But just yesterday, I had some issues with the display and I cannot use it anymore. I was playing a game through Steam VR and suddenly, everything went black. Audio still played and game was still running when looking at my PC screen. Pressing the Power button and the headset twice brings me back in, but the black screen comes back immediately. It also happens sometimes when turning the headset on and looking at the tabs open while nothing is running yet. I can't play games anymore or even transitioning to the 3D world without it happening. Finally, after the black screen accident, my left eye has some issues with the screen. It's like staring at an old TV through a camera or a burned image stretching, I can't really explain. I think the right eye works fine, but not 100%. I should also say that the higher the refresh rate, the darker the left eye becomes, to the point of not seeing at all through that side. I only had one week with that headset, so it's really frustrating and there's nothing on the Internet talking about those issues I'm having. Any help is greatly appreciated, thank you.27Views0likes1CommentMeta Quest 3s Turns on - But Stays on Black Screen
Hello, I’m hoping someone can help me out. Randomly my Quest 3S headset started to turn on to the Meta logo but then would go to a black screen after that and never actually boot. Initially we thought it wasn’t charging properly, but after trying 4 different chargers, cords, boxes and outlets. That doesn’t seem to be the problem. Any help is greatly appreciated - Thank you54Views0likes4CommentsVR in iRacing, stutters randomly, vision is extremely distorted, occasional complete black
I am attempting to use my Quest 3 to play iRacing, I have a 3070 and ryzen 7 5800x, my settings on iRacing are turned down to only having the car textures on High everything else is low / off. the resolution on my Oculus app is set at 0.9, the refresh rate at 70hz. The issue is that after maybe 5 minutes into a race, the VR starts looking terrible, it gets all distorted and it looks like certain squares are not where they are supposed to be. Randomly it will begin to stutter and freeze. Additionally, sometimes the whole thing just shows a black screen. I am using the Quest 3 Link cable from Meta its brand new.22KViews6likes57CommentsMeta Quest 3 boots then black screen
80+% of the time when I boot my quest 3 after the meta logo it goes to a black/blank screen but I can hear the sounds of the system working. After much research I have found this is caused by the face sensor not seeing me. When I remove the mask it works just fine. Put it back on and nothing. If I move the headset so the mask is being pushed up by my forehead it works but this is very uncomfortable and clearly not how it was intended to be used. I have attempted to find a way to talk to someone from support but that doesn't exist because profits over people. Found a reddit post about this issue and the solution is getting a white face mask. After spending $500 on this device Meta should be footing the bill for fixing their design flaw. Make there be a setting to turn off the need for the face sensor to wake up the device, let us just hit the power button, or press the Meta button on the remotes, or use the ever listening AI to tell it to wakeup and ignore that sensor. Use some of those billions of dollars you have to do some good in the world for a change, or, at the very least, make your overpriced products work properly.194Views0likes6CommentsQuest 3 passthrough black after developing with Unreal.
Hey, the normal passthrough function in the Quest 3 doesn't function anymore / is black after diving into Unreal development and setting everything up. The toggle in the menu is NOT greyed out. Passthrough works when playing First Encounters though. Anyone experienced the same thing? Thankful for any kind of help!8.7KViews0likes20CommentsMeta Quest Link not working
Hello, I used to be able to play on my VR with a link cable perfectly fine, but I recently got a new computer, and it doesn't work. I checked the requirements and my PC meets them without question, but whenever I try to connect the headset, my computer gives me messages like "Meta Quest Link isn't working correctly. Click here to check our support article." I checked that article, but nothing seemed to help. The Quest program on my computer shows that my headset is connected and ready to launch, and so does my headset, but when I launch it through the link cable, it just doesn't load, and it stays on a black screen. I've also tried connecting my headset through a USB hub instead of the actual computer to connect it through USB 3, but it still doesn't work. Is there any way I can troubleshoot it? Thank you!Solved28KViews3likes50CommentsTonemap Subpass stopped working in builds - UE5.4.3, Meta fork 69.0
Since updating to 5.4.3, using r.TonemapSubpass=1 results in a black screen in builds. This has worked perfectly fine before and it does still work when playing in editor. Wondering if anyone else has encountered this issue as well. This is my .ini render setting currently used. Note that previously, r..TonemapSubpass is set at runtime (BP), added the first line in .ini for testing purposes. If anyone has some insight I would greatly appreciate it. [/Script/Engine.RendererSettings] r.Mobile.TonemapSubpass=1 r.Mobile.ShadingPath=0 r.Mobile.SupportGPUScene=True r.Mobile.AntiAliasing=3 r.Mobile.FloatPrecisionMode=0 r.Mobile.AllowDitheredLODTransition=False r.Mobile.VirtualTextures=True r.DiscardUnusedQuality=False r.Shaders.CompressionFormat=2 r.AllowOcclusionQueries=False r.MinScreenRadiusForLights=0.030000 r.MinScreenRadiusForDepthPrepass=0.030000 r.MinScreenRadiusForCSMDepth=0.010000 r.PrecomputedVisibilityWarning=False r.TextureStreaming=True Compat.UseDXT5NormalMaps=False r.VirtualTextures=True r.VT.EnableAutoImport=False r.VirtualTexturedLightmaps=False r.VT.AnisotropicFiltering=False bEnableVirtualTextureOpacityMask=False r.VT.TileSize=128 r.VT.TileBorderSize=4 r.vt.FeedbackFactor=16 WorkingColorSpaceChoice=sRGB RedChromaticityCoordinate=(X=0.640000,Y=0.330000) GreenChromaticityCoordinate=(X=0.300000,Y=0.600000) BlueChromaticityCoordinate=(X=0.150000,Y=0.060000) WhiteChromaticityCoordinate=(X=0.312700,Y=0.329000) r.ClearCoatNormal=False r.DynamicGlobalIlluminationMethod=1 r.ReflectionMethod=1 r.ReflectionCaptureResolution=128 r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True r.Lumen.HardwareRayTracing=False r.Lumen.HardwareRayTracing.LightingMode=0 r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False r.Lumen.TraceMeshSDFs=0 r.Shadow.Virtual.Enable=1 r.RayTracing=False r.RayTracing.Shadows=False r.RayTracing.Skylight=False r.RayTracing.UseTextureLod=False r.PathTracing=True r.GenerateMeshDistanceFields=False r.DistanceFields.DefaultVoxelDensity=0.200000 r.Nanite.ProjectEnabled=True r.AllowStaticLighting=True r.NormalMapsForStaticLighting=False r.ForwardShading=True r.VertexFoggingForOpaque=True r.SeparateTranslucency=False r.TranslucentSortPolicy=0 TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000) vr.VRS.HMDFixedFoveationLevel=1 vr.VRS.HMDFixedFoveationDynamic=False r.CustomDepth=0 r.CustomDepthTemporalAAJitter=False r.PostProcessing.PropagateAlpha=2 r.DefaultFeature.Bloom=False r.DefaultFeature.AmbientOcclusion=False r.DefaultFeature.AmbientOcclusionStaticFraction=False r.DefaultFeature.AutoExposure=False r.DefaultFeature.AutoExposure.Method=0 r.DefaultFeature.AutoExposure.Bias=1.000000 r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.DefaultFeature.MotionBlur=False r.DefaultFeature.LensFlare=False r.TemporalAA.Upsampling=False r.AntiAliasingMethod=3 r.MSAACount=4 r.DefaultFeature.LightUnits=1 r.DefaultBackBufferPixelFormat=4 r.Shadow.UnbuiltPreviewInGame=True r.StencilForLODDither=False r.EarlyZPass=3 r.EarlyZPassOnlyMaterialMasking=False r.Shadow.CSMCaching=False r.DBuffer=True r.ClearSceneMethod=1 r.VelocityOutputPass=1 r.Velocity.EnableVertexDeformation=2 r.SelectiveBasePassOutputs=False bDefaultParticleCutouts=False fx.GPUSimulationTextureSizeX=1024 fx.GPUSimulationTextureSizeY=1024 r.AllowGlobalClipPlane=False r.GBufferFormat=1 r.MorphTarget.Mode=True r.GPUCrashDebugging=False vr.InstancedStereo=False vr.PixelDensity=0.8 r.MobileHDR=False vr.MobileMultiView=True r.Mobile.UseHWsRGBEncoding=True vr.RoundRobinOcclusion=True vr.SupportMobileSpaceWarp=True r.Mobile.Oculus.SpaceWarp.Enable=True r.MeshStreaming=False r.HeterogeneousVolumes=False r.WireframeCullThreshold=5.000000 r.SupportStationarySkylight=True r.SupportLowQualityLightmaps=True r.SupportPointLightWholeSceneShadows=True r.SupportSkyAtmosphere=True r.SupportSkyAtmosphereAffectsHeightFog=True r.SupportCloudShadowOnForwardLitTranslucent=False r.Shadow.TranslucentPerObject.ProjectEnabled=False r.Water.SingleLayerWater.SupportCloudShadow=False r.Strata=False r.Strata.BytesPerPixel=80 r.Strata.OpaqueMaterialRoughRefraction=False r.Strata.Debug.AdvancedVisualizationShaders=False r.Material.RoughDiffuse=False r.Material.EnergyConservation=False r.OIT.SortedPixels=False r.SkinCache.CompileShaders=False r.SkinCache.SkipCompilingGPUSkinVF=False r.SkinCache.DefaultBehavior=1 r.SkinCache.SceneMemoryLimitInMB=128.000000 r.Mobile.EnableStaticAndCSMShadowReceivers=True r.Mobile.EnableMovableLightCSMShaderCulling=True r.Mobile.Forward.EnableLocalLights=True r.Mobile.Forward.EnableClusteredReflections=False r.Mobile.EnableNoPrecomputedLightingCSMShader=False r.Mobile.AllowDistanceFieldShadows=False r.Mobile.AllowMovableDirectionalLights=False r.Mobile.EnableMovableSpotlightsShadow=False r.GPUSkin.Support16BitBoneIndex=False r.GPUSkin.Limit2BoneInfluences=False r.SupportDepthOnlyIndexBuffers=True r.SupportReversedIndexBuffers=True r.Mobile.AmbientOcclusion=False r.GPUSkin.UnlimitedBoneInfluences=False r.GPUSkin.UnlimitedBoneInfluencesThreshold=8 MaxSkinBones=(Default=65536,PerPlatform=(("Mobile", 256))) r.Mobile.PlanarReflectionMode=0 r.Mobile.SupportsGen4TAA=True bStreamSkeletalMeshLODs=(Default=False,PerPlatform=()) bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=()) r.PPM_DefaultCalibrationColor r.XRSoftOcclusionsPermutation=True xr.VRS.DynamicFoveation=False r.Streaming.PoolSize=3000 r.MeshDrawCommands.DynamicInstancing=11.1KViews0likes5Comments