Quest Link / Air Link suddenly stopped working today – session never starts
Device: Meta Quest 3 OS: Windows 11 GPU: NVIDIA RTX 5080 Connection: Air Link and USB Link (same behavior) Quest Link (both Air Link and USB Link) was working normally for months and was working earlier today. After ending a session and starting another one, Link stopped working completely. The headset is detected, the session initializes, but it freezes on the grey/purple Link screen and never reaches VR Home. Eventually the session drops or returns to the headset home. This is not a USB issue, not a network issue, and not a headset pairing issue. Important facts Same hardware and setup working for ~4 months Worked earlier today No hardware change No Windows reinstall No BIOS change No GPU change What I already tried Reinstalled Meta Quest Link multiple times Factory reset the Quest 3 Removed all Oculus / Meta registry entries Clean GPU driver reinstall with DDU Downgraded NVIDIA driver Tested both Air Link and USB Link Repair installation Restarted all Meta/Oculus services Reconfigured the headset from scratch None of the above resolved the issue. Observed behavior PC app detects the headset Session enters VR mode Streaming loop starts Grey / purple Link screen appears No image is ever presented Session freezes or terminates This indicates the session is created, but the compositor never presents a valid frame. Relevant log behavior From Service.log and LinkClient.log (same timestamps): VR session initializes Streaming starts Frames may briefly decode Compositor or transport fails shortly after Errors such as: Failed to read display driver information Graphics adapter state UNKNOWN Elevated Shared Memory failed to initialize Error -1002 Registry/config access failures after reinstall This points to a runtime or compositor state failure, not user configuration. Key point This did not degrade gradually. It stopped working suddenly today after previously working normally. That strongly suggests a silent Meta runtime update or a runtime state corruption that reinstall does not fully reset. Request to Meta Please confirm whether there was a Quest Link / runtime update today Clarify how to perform a true clean runtime reset (not just reinstall) Confirm if there is a known issue with Link compositor initialization Provide a way to roll back the Quest Link runtime At the moment, Quest Link is completely unusable despite supported hardware and exhaustive troubleshooting. I can provide full Service and LinkClient logs with timestamps if needed.Solved6.1KViews35likes88CommentsCan't disable double tap enabling PTC
Hi! New version of firmvare (v81) doesn't exists option like "Passthrough->Enable passthrough double tap on quest" And now, if I double tap on my quest, it enable passthrough. How can I fix that? Maybe some adb command or smth else or only wait new update?2.7KViews21likes37CommentsRift 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.127KViews14likes57CommentsBuffer-based Haptics are broken for Quest 2
Haptic controller vibrations are a crucial tool for creating game immersion. While simple "buzzes" (a constant vibration amplitude for a specified duration) can be serviceable, modern controllers allow developers to play custom waveforms through the controllers, such as sawtooth waves, sinewaves, and even Audio Clips. This adds texture and nuance to the effect, and is the superior way to play haptics in 2022. After much trying, it appears to me that the buffer-based haptics are fully broken for Quest 2 controllers in the Oculus integration for Unity. I have tried in 3 ways: Using the Unity generic XR system: byte[] samples = new byte[1000]; // This would be loaded with samples to create a custom vibration waveform var handDevice = InputDevices.GetDeviceAtXRNode(hand == Hand.right ? XRNode.RightHand : XRNode.LeftHand); // Pass the buffer into the controller if its "haptic capabilities" say that it supports buffer-based haptics if (handDevice.TryGetHapticCapabilities(out var capabilities) && capabilities.supportsBuffer) handDevice.SendHapticBuffer(0, samples); Using Rift S and Quest 1 Touch controllers, the above code runs successfully. Using Quest 2 and Touch 2 controllers, "supportsBuffer" is false on the capabilities class, and the samples cannot be successfully sent. I know that it is incorrect that the Touch 2 controllers do not support the feature, as I have in a few instances been able to send a buffer to Touch 2 controllers using the below method. Using OVRHaptics: var ovrHapticClip = new OVRHapticsClip(myAudioClipToTurnIntoVibration); var channel = OVRHaptics.RightChannel; channel.Queue(ovrHapticClip); The OVRHaptics class has a function for sending a haptic buffer in through a "channel" (controller). I can actually get this method to work in a test scene. However, it requires me to put the OVR plugin in a legacy setting (Oculus/Tools/OpenXR/Switch to Legacy OVERPlugin (with LibOVR and VRAPI backends) ). If I am not in this setting the function does nothing. In another project, if I set the project to this setting and try to send the haptics buffer, the engine gets stuck in an infinite loop. According to what I can find online, the OVRHaptics class is intended to be deprecated, anyway, so it doesn't seem like a good solution. Using OVRInput: My understanding is that OVRInput is the modern, sanctioned way of sending haptics to Oculus controllers without going through the generic Unity XR system, and they contain a method for a "simple buzz" (amplitude and duration parameters only) via OVRInput.SetControllerVibration. However, they seem to lack any functionality for sending in a custom buffer, unlike the deprecated OVRHaptics. I would love any advice regarding ways I can get this feature to work. I figure I'm either wrong about some of my conclusions above, or the feature is fully broken at the moment -- either way, I'd love to know. Thanks in advance for your help!3.1KViews13likes1CommentAllow us to connect WhatsApp for Business with Rayban
Good morning fellas, I bought the new Meta Rayban yesterday and I find them much better than the old ones I only have one problem, from the settings you can connect a Whatsapp account for messages etc etc, the problem is that I use Whatsapp business and it is not possible to connect them to this app. The assistance confirmed it to me and told me to write a post here with a request to the developers so that they can make this whatsapp business also connectable. It would be enough to give the choice once you click on “connect” between one or the other whatsapp in my opinion. Does anyone have the same problem as me?6.2KViews13likes17CommentsQuest Pro BUG report: Remove Controllers not Tracking popups / add way to disable
The "Controllers are not tracking" popups are constantly showing on the Quest Pro, even if I am in Desktop mode looking at my windows screen, or hand tracking mode. there is no way to remove them in the settings. It says push volume up and down at same time, did not solve. Also when Hand Tracking in my apps, I see them popup a lot, you guys must of forgot something in your code before you shipped to disable these popups when using hand tracking or in desktop view mode. This is a bug. Please fix.3.8KViews10likes9CommentsArc A770 is an "Unsupported GPU", the recent update prevents connecting with the PC.
I have an Arc A770 and the most recent Oculus software update has code that actively prevents connecting via link cable and air link because the GPU is "not supported" (it did before the update). My day job is a VR developer, my headset no longer connects to the PC, and I have several VR projects that are on indefinite hold because of this. This is a massive issue for me and anyone else (gamer or developer) who has an Arc GPU so I don't know why this was considered a good idea.4KViews8likes7CommentsTrouble with developer mode
I have had trouble turning developer mode on, on my Oculus quest 2. I have made an organization like 8 to be exact but it doesn't give me on option to turn on developer mode on the oculus app. After linking my oculus up, It just says get started but I've already made and organization and I'm signed in on my meta account we're I made the organization. this is we're I made an organization https://developer.oculus.com/manage/organizations/create/. If you have a solution please reply to this comment it would really help I've been working on this for 3hrs. I just want to be able to turn on developer mode on. MetaStoreHelp4.3KViews7likes9CommentsBug 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?Solved28KViews6likes46CommentsAir 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 onlineSolved45KViews6likes57Comments