Rift S owners who had the Displayport issue and FIXED it: How?
Picked up a Rift S recently and it refuses to work because of the well-known displayport issue. I've already submitted a ticket, but I thought I'd try to gather info from the community as to which fixes worked and which didn't. The specific issue I'm talking about is where after connecting the Rift S, both connections will seem OK for a few seconds, but then the Displayport disconnects and you're left with one of these status screens in the Oculus app: There's plenty of speculation as to the cause of this issue and no official word from Oculus as far as my research goes, the most likely culprits seem to be a power delivery issue where the headset is drawing too much power for the USB port to keep up (which, for some reason, causes an issue with the DP connection rather than the USB one), a bad cable, or a software/firmware issue caused by the 2019 update that brought Facebook integration to the Oculus app (this is, again, pure speculation, but there are a few articles that suggest these issues became more prevalent when that update dropped) The behavior is the same for every "plug-in procedure" as Oculus describes it: Connect the USB3 cable, wait 10 seconds (the LED between the lenses goes from off, to amber, to white, and stays there- nothing from the displays themselves), connect Displayport. Here's everything I've tried so far, collected from forums and other sources: Rebooting Reinstalling Oculus app Disabling power-management USB suspend options Disabling USB suspend on USB devices through Device Manager Updating video drivers Reinstalling video drivers Reinstalling video drivers using DDU and Safe Mode to fully wipe the previous driver Running C:\Program Files\Oculus\Support\oculus-drivers\oculus-driver.exe , which starts silently and doesn't pop up any kind of status window, which seems like a bad way to design software but whatever Connecting the headset through every available USB 3.0 and USB 3.1 port on my computer, using the proper "plug-in procedure" each time Connecting a single monitor through HDMI rather than Displayport or DVI Disconnecting all other non-essential USB devices Checking the seating of the connectors on both the computer side and headset side Checking the integrity of the cable, connectors, and headset, for kinks/frays/etc Unplugging audio devices from the headset Here's what I've seen online, but haven't been able to try yet: Using a dedicated, powered PCI-E USB 3.0 card, specifically the Inateck KT4001 as (apparently) recommended by oculus support Using the above card but with different drivers (the ones that come with it, the ones Windows installs automatically, whatever "Fresco" drivers are, etc) Using a powered USB 3.0 hub Replacing the cable Replacing the GPU Replacing the entire headset Replacing the entire computer The fixes I haven't been able to try seem hit-or-miss, though the PCI-E card seems to have worked for some. So here's my question to you, Rift S user who's fixed this issue: What did you do? What has worked out for you? If your headset worked and then suddenly didn't, do you remember around what time it happened or what you did around that time? If your answer is "I stopped using a cable extender" or "I stopped using a mini-DP to DP converter" or whatever else, that answer doesn't apply to this issue. This issue is specific to the Rift S in its intended setup, with no dongles or adapters involved. Once again i've already submitted a ticket and am working through the issue personally, this isn't me asking for solutions, it's me asking for experiences from people who had this issue and got it fixed.128KViews14likes57CommentsAir link randomly stopped working
As said, air link randomly stopped working. It started by having the button unavailable one day. I restarted my quest and pc, same thing. I unpaired and tried pairing again, when I hit pair I don't get a code. It detects it fine, paired to my phone fine, but refuses to work with air link to give a code. I tried turning off my firewall, factory reset, deleting the pc oculus app, and several other things, but nothing works. Edit: For anyone unable to get a pairing code like this or to connect (not detect, still detects pc) this solves it. Its hard to find this solution onlineSolved46KViews6likes57CommentsBug in latest Quest 2 Os Version, createScreenCaptureIntent not working
Last version of Oculus 2 software Version: 32.0.0.58.353.311069636 OS Version: user-18371800151900000 Edit: Latest version still not working Version: 33.0.0.46.367.328965050 OS Version: user-19130100108500000 Edit2: Latest version still not working Version: 34.0.0.91.366.316373824 OS Version: user-20169900217500000 Edit3: Latest version now working Version: 42..... But not working with handtracking. Confirm screen has it disabled and cannot do anything untill user picks up a controller and confirms/denies it. has a new bug (was working in previous version 31.1....) and is working fine on other devices with android 10 The new bug is with asking for screen capture permission, If an app asks for it, exception is thrown. This should be working, there is no other way to get the required permission for screenCapture / recording private final ActivityResultLauncher<Intent> resultLauncher = registerForActivityResult .... .... MediaProjectionManager mediaProjectionManager = (MediaProjectionManager) getSystemService(MEDIA_PROJECTION_SERVICE); resultLauncher.launch(mediaProjectionManager.createScreenCaptureIntent()); throws android.content.ActivityNotFoundException: Unable to find explicit activity class {com.android.systemui/com.android.systemui.media.MediaProjectionPermissionActivity}; have you declared this activity in your AndroidManifest.xml? at android.app.Instrumentation.checkStartActivityResult(Instrumentation.java:2056) at android.app.Instrumentation.execStartActivity(Instrumentation.java:1716) at android.app.Activity.startActivityForResult(Activity.java:5211) at androidx.activity.ComponentActivity.startActivityForResult(ComponentActivity.java:574) at androidx.core.app.ActivityCompat.startActivityForResult(ActivityCompat.java:234) at androidx.activity.ComponentActivity$2.onLaunch(ComponentActivity.java:208) at androidx.activity.result.ActivityResultRegistry$2.launch(ActivityResultRegistry.java:166) at androidx.activity.result.ActivityResultLauncher.launch(ActivityResultLauncher.java:47) Any suggestions? Or is my only option to hope they fix it in another version?Solved28KViews6likes46CommentsOVRHeadsetEmulator doesn't move the view in the Game panel
Hello, I would like to be able to emulate the headset while developing in Unity, so I don't have to build to a device whenever I want to test. However, the OVR Headset Emulator doesn't move the view in the Game panel during play mode. The values of Head Pose Relative Offset Rotation are changing in the script, but I can't move the camera around to look at different things or interact with the UI. I have tried using Unity 2018.2.7, 2018.2.2, and 2017.4.11, and Oculus Integration 1.29. Am I missing something? Has anyone else encountered this? Thank you kindly.18KViews3likes26CommentsEye Tracking not working on Unity. Pls help sad devs make cool things faster :)
Spent a god awful amount of time trying to get eye tracking working to no avail. tl;dr: it seems like there's an issue with permissions generated in the manifest generation stage somewhere. inspired by https://forums.oculusvr.com/t5/Quest-Development/Movement-SDK-features-fail-to-start-on-Quest-Pro/td-p/994198 Repro and debug info: Unity V2021.3.12f1 Oculus XR Plugin V3.2.1 Oculus Integration v46.0 OVRCameraRig - Quest Features (Eye Tracking Supported) OVRCameraRig - Permission Requests on Startup (Eye & Face) Test Scene: Assets/Oculus/SampleFramework/Core/DebugUI + two cubes with OVREyeGaze enabled File -> Build Settings -> Project Settings -> XR Plugin Management -> Oculus -> Android icon -> Quest Pro checked Summary: Looking at the manifest in the generated apk (used Android Studio to inspect), I see that face tracking tags are included but eye tracking tags are missing. Additionally, when starting the app with these settings the face permissions prompt will pop up but not the eye tracking prompt. If you switch eye tracking support to be required, then the app will crash. Could be something else but there's my two cents ¯\_(ツ)_/¯ Let me know if any of y'all are able to get it working somehow!Solved13KViews1like12Comments[UE4.18.3] "JoinSession" node is not traveling to the Servers map
Hello everyone, I'm currently setting up a test project to make sure everything related to hosting and joining a session is working. I enabled full debugging on the Logs of UE4 as well as using the Tools you provide for listing active rooms. The setup: I'm using the Launcher Version of 4.18.3. The project was created with that version, so not updates happened. I'm packaging the projected and using this version on both PCs. Both PCs have Oculus Home running and a Rift connected. The "MainMenu" map is called "TestMap", while the "GamePlayMap" is called "GamePlayMap". Creating a session opens "GamePlayMap" as a ListenServer. What does work: Both Player's Entitlement check is successful. PlayerA can "Create" a Session for a BROWSE POOL (CUSTOM_POOL). PlayerA travels to the "GamePlayMap" as a ListenServer. PlayerB can "Find" the Session via that BROWSE POOL (CUSTOM_POOL). Calling "Join Session" on the Session result connects PlayerB to PlayerA. Dumping the Session Information on PlayerA shows PlayerBs ID etc. Your online tool shows both people in the same room. What does not work: PlayerB is not actively traveling to the correct map. The log files show that he's trying to travel to the "TestMap", while PlayerA is on the "GamePlayMap". What did you try to resolve this: I went ahead and made sure it's not caused by the GameMode class. That was GameModeBase and is now GameMode. No change though. I tried calling "open ID.oculus", didn't work at all. I tried hosting with PlayerB and let PlayerA join. Same result. What is your desired endresult: Once hosting and joining via the normal "Create", "Find" and "Join" Session nodes works, I would like to use the "FindSessionById" function to join a room directly. For that I forced my way into your private headers to get access to the UniqueNetID of Oculus and retrieve the ovrID as a String for now. That will then be send to GameSparks, which sends this ID to all Players (here PlayerB) so they can search the Session and join. Now for this I would love the JoinSession function to work first though. Any help would be appreciated. Kind regards, Cedric13KViews0likes15CommentsH.264 Video is unstable on Quest 3 (black screen/freezing) - No issue on Quest 2
Hello! Our team has been developing a 360 video-based app for Quest (using Unity game engine). After getting Quest 3 headsets, we've discovered evidence that video playback is unstable on the Quest 3, when we had no issues on the Quest 2 with the same APK build. Specifically, the H.264 codec is not stable on the Quest 3 and we are having issues with the video either turning black when paused (via AVPro Exoplayer Unity plugin), or not being able to resume playing after being paused (via the built-in Unity video player or Meta Quest TV app). The H.265 codec appears to work just fine, however we aren't always able to use this format and we want H.264 to work. The issues for H.264 are present both in our Unity app and also in the Meta Quest TV app, indicating this is a hardware/OS-level issue with the decoder for H.264 video only on Quest 3, and not on Quest 2. I have been able to prove this via Android Logcat error messages I have captured while playing video (see below). Below are my observations when testing video playback on the Meta Quest TV app, Unity via AVPro, and Unity via the built-in Unity video player. The below is consistent when using either 8k (7680x3840) or 5.7k (5760x2880) 2D (equirectangular) 360 video at 29.97 fps. MetaStoreHelp or Ryanality could you please pass this important information along to the appropriate engineering teams? *NOTE: I am unable to post the full information in this post because my post gets marked as spam if I do, presumably due to the long length of my post. As a workaround, I have posted the information over on the AVPro Github. Please see here for all of the full information, including Android Logcat error messages: https://github.com/RenderHeads/UnityPlugin-AVProVideo/issues/1660#issuecomment-176224492910KViews2likes15CommentsProblem with MediaProjection and permission dialog
Hi Im new to oculus development (Oculus Quest 2) and im trying simple app for making screenshots and screen recording. But im having a problem with permission to retrieve MediaProjectionApi I start activity for result, and the standard android dialog for permission shows but, but without allow/deny buttons, so im stuck. This is the dialog, sorry for the phone pic, but build in screenshot does not show this dialog. Found simmilar issue here https://github.com/rom1v/sndcpy/issues/75 but no solution either. My code for showing this dialog. This is in my MainActivity and the testMediaProjectionPermission method is call as onClickListener from a button. ActivityResultLauncher<Intent> resultLauncher = registerForActivityResult( new ActivityResultContracts.StartActivityForResult(), new ActivityResultCallback<ActivityResult> () { @Override public void onActivityResult(ActivityResult result) { if(RESULT_OK == result.getResultCode()) { Log.d(TAG, "Media projection permission granted"); MediaProjectionManager mediaProjectionManager = (MediaProjectionManager) getSystemService(MEDIA_PROJECTION_SERVICE); MediaProjection mediaProjection = mediaProjectionManager.getMediaProjection(result.getResultCode(), result.getData()); Log.d(TAG, "Successfully retrieved mediPerojeciton="+mediaProjection); } } }); private void testMediaProjectionPermission(View view) { MediaProjectionManager mediaProjectionManager = (MediaProjectionManager) getSystemService(MEDIA_PROJECTION_SERVICE); resultLauncher.launch(mediaProjectionManager.createScreenCaptureIntent()); } Any advice would be appriciated. Any kind of workaround or another option to record screen other then the build in caster.Solved9.9KViews1like10Comments