Meta 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!Solved27KViews2likes41CommentsVR 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.21KViews4likes53CommentsQuest 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.Solved27KViews1like27CommentsCant Login to Oculus Quest Link Software (Black Screen)
Once again having this problem still. I cant use my vr on pc anymore because of this problem please help me out. Tried all methods usually used like reinstalling on a new drive. Updating and all of the above. I need a workaround or a fix please I need some help soon! At this point im thinking about just refunding and saving up for a Index.Solved9.7KViews3likes11CommentsQuest 3 stuck on spinning meta symbol
I also emailed support but thought I would try this as well. I have a meta quest 3 (7ish weeks old). I worked out yesterday morning with Supernatural and it was fine. Plugged it in after I was done. A couple hours later, went to put it back on and had a few things happen. I got the SIM card symbol with the arrow and the green loading bar. Then I got the spinning meta sign just constantly spinning. Then the spinning meta going to black then coming back on and spinning (repeating). I have also gotten the image of a little robot lying on his back looking dead. We have tried a few things: 1. Hold power down for 30 seconds to restart - doesn’t work 2. Power and volume down, did a hard reboot - doesn’t work 3. Did everything on that menu including a factory reset - doesn’t work What next? Please help!Solved43KViews2likes59CommentsBlack Screen randomly during gameplay
Like other posts, same symptoms not game dependent, power off and on, things work ok for a while then 3 dots, screen goes black, sometimes i still hear game, Thrill of the fight in background. If i move my head up and down, vigorously, i get the 3 dots then the game comes on where it left off. It's sporadic. But similar things are happening to others on here. I can't find the support phone number65KViews9likes43CommentsTonemap 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=1979Views0likes4Commentsblack screen but I can still hear audio
The problem started with half my screen being all black and had a trail effect and now it’s gone all black (it’s kind of lit up though) I can still hear the audio from the headset and when I cast to my oculus quest 2 everything is fine on my phone but on my headset it’s all black and it’s been like that for around 1-3 months please helpSolved33KViews0likes18Comments