O.Q.2 - Worst produuct i ever used
the worst and most pointless device I have ever encountered in my life. Don't get me wrong - the hardware is fine, it's great. But the software, OS, working shell - is terrible. It is impossible to simply turn on the helmet normally - it requires a bunch of verifications, which cannot be completed without special controlers - it simply refuses go further, and keyboards and aero mice are not suitable. Oculus Quest 2 - basic testing, report on major issues Quest Link (+meta quest remote desktop) does not work, neither via cable nor via Air Link The cursor works abnormally, controls both the hand and the finger at the same time, it is impossible to accurately click and interact with the interface no customizable control panel (not displayed running programs, some kind of editable list of installed applications, no panels with links to programs) Voice input does not work in the browser screenshots and screen recording, in room and environment transparency mode, does not record this video, but replaces it with a black background no built-in multi-screen feature (although it should be a basic feature), installing additional software and configuring it is not an adequate solution In aditional ... - The ecosystem is closed and does not represent a normal working operating system, - Device didnt synchronize properly with the phone or computer. the helmet does not respond adequately to its connection to other devices, even when programs for synchronization on other devices have already connected it... not via cable - not via Wi-Fi, - it is impossible to connect any other devices or wireless manipulators to the helmet, such as keyboards, mice, remote controls. It is simply impossible to start the helmet without brand’s manipulators. At hardware level it can track his hands - but at the same time, the developers themselves have disabled the ability to influence the interface with their hands at start, and almost all apps in AppMarket. - To use the helmet as a monitor for your other device, there are no ready-made programs or tools. It is necessary to additionally install programs and additionally configure them. - workspace is weak and primitive. 30 years ago, Microsoft and Apple came up with the concept of "WINDOWS", a graphical interface with which you can interact by calling the necessary functions. And Meta guys has ignore that basics of UX\UI principals. Now, Having an excellent hardware-level, ready-for-everything device, Facebook (Meta) engineers deliberately turned the software shell into a pile of garbage.480Views0likes0CommentsTime wasted due to Quest bugs, instability, missing features.
There are so many day-to-day development issues, I thought I'd share some of the big time wasters. (And one potentially dangerous one - I'd love some feedback on #1) I'm disappointed in general at how developer-hostile the headset OS/UI/Shellenv/QuestLink is, and quite annoyed at how many liberties Meta take with our time with regards to not fixing basic usability issues. Please, feel free to chime in with your own annoyances. #1: Airlink/Questlink gets stuck in a glitchy state with broken tracking and flashing warped tracking (daily). Usually just from leaving it on the desk for 5-10 mins. In this state, anything waiting on OpenXR will be stuck, and often crash. The solution is to - (as admin) kill OVRserviceLancher.exe and all descendants - wait for the device to respond to input properly and exit - unplug / replug - Start the oculus app again - sit through "Checking the status of your oculus app" - reconnect Tried: Win10/Win11, AMD/nVidia, new drivers, brand new machines, etc Doing this several times per day is a bit of a waste of time, but more importantly from what I've seen the rapid flashing might pose a photosensitive epilepsy risk. I genuinely hope it doesn't hurt anyone, but if it does... i can't see it looking good in court that it was known about for so long and ignored. Put a warning up at least. #2: Windows rearrange themselves with the headset off E.g. when returning to the virtual desktop after testing something in link, my desktop will often be way off to the side, half on the floor etc. Potential causes: A: it's a bug and it's just been ignored for ages B: it's trying to be too smart and putting windows relative to where the headset faces when it detects my face. With B: usually being "half way on my head pointing down at the desk" as I put the thing on. Either way it hinders usability and wastes time. Please stop moving them. Leading to #3 #3: ... Window placement in Quest Link/Air Link is inconsistent Honestly, it's pretty awful, imprecise, and inconsistent. By default windows appear down behind the toolbar -- where my start menu & things are, so I have to move them every time. Then when moving the windows, they snap to an invisible grid in awkward positions. (Including allowing windows to z-fight due to the shared space) Why, it doesn't add any value? It's a small fix too requiring only an option to disable grid snapping, and opening windows *above* the toolbar by default. It gets grating doing this over and over, so I tend to just not use the feature, as I suspect others do too. Remember, as you're developing, the headset is off and on more than it might be while playing a game, so these issues are amplified. 4: After some time on the desk it'll complain about being outside the guardian for too long. It makes sense to develop with the headset on your desk sometimes, using only a controller or two. It's a legitimate thing developers do. But this message gets in the way, wasting more time, leading to #5: 5: You can't use passthrough (doubletap) with the guardian disabled... Guess when I need it the most? I have to constantly lift the headset and put the controllers down without a reference point. More time wasted. I'm not trying to run a marathon with passthrough, I've already agreed not to get litigious about any injuries at this point, so passthrough would definitely help. 6: Quest Link/Air Link is miserable on an AMD devices. E.g. even a nice beefy card like the RX 6800 connected with the cable seems to underperform compared to a similar spec Nvidia 3080 over Wifi. AMD already have a history of releasing broken drivers -- that's not really a Meta issue -- but the blanket policy of "update to this new driver to continue" before checking if the new AMD driver is a dud has caused performance issues and wasted more time. 7: The timing for taking a screenshot or video is inconsistent (key combo). I know there's a knack to it, but under a heavy load the timing seems to change depending on how long the spinner takes to appear on screen. Especially with e.g. #1. It' minor, but it's one more time waster in a big list. 8: When recording a video (key combo) voice is off by default I have to come out of the game and bring up the little menu with the voice toggle. It could remember that setting and save me repeating it all the time. 9: When plugging in the device, it asks if I want to share pics/vids every time. I do; I'd like it to auto accept every time. Give me that option, without disabling the dialogue entirely. (More time wasted going back and forth through the settings) Which leads on to #10 #10 "Searching for PC" with no viable connection E.g. I've disabled the "share your pics" dialogue from #9. And I try to use Quest Link (wired). But the cable has come loose (it's very heavy, it does that a lot). The dialogue sits there searching despite knowing there's no USB connection and that WiFi is off. Just stop and tell me this immediately. It's a consumer unit, there's no third secret ethernet option. #11: No in-device option to jam the face detection sensor on. I know this is probably to hide the fact that the device uses so much power that it can't charge while playing... But give me 10 minutes without resorting to loading up third party software. With it jammed on, we can still use the power button if it's not in use for 20 mins, etc. #12 Connecting to air link. There's no indication that what you're clicking is a binary checkbox. So you end up clicking your wifi sometimes and just disabling the "launch" button. It doesn't help that it says "missing requirements" but lets you connect anyway... sometimes. (Minor, but once again, among a long list of annoyances) #13: And in general Every so often, all my shellenv windows mess up. I get stuck in a void where the Oculus button does nothing. Sometimes the window icons all vanish. Occasionally the main toolbar's icons default to the blocks, independently of launch icons going missing. Again, this is amplified by having to wear/remove the headset many times. #14: vaguely related... Just while I'm here, I wanted a moan about the store. I don't care about pre-rendered videos, I want to see the gameplay before clicking anything. Took me a while to realise that you have to click on the video to see the preview images because I have zero interest in clicking videos, and doing so lags the UI while we wait for the video, just to immediately click off it. A single page to scroll through would be preferable to the "sections" too. That and the suggestions tend to be the same few things over and over and over (on PC, headset, and mobile) I find myself just goggling things or buying them on steam to avoid the store. All in all, the Unity SDK for example is ... very impressive! But the developer experience on-device is... i don't want to say pathetic, but it's not great for such a large company. I want to love this thing, this ecosystem, but I've got a keen eye on the competition now.1.2KViews6likes0Comments*Multiplayer does not work Quest 2 UE4.26?*
Quest 2 - Quest 2 online pool browse and online using BPs Ue4.26 doesn't work. I create session (host) open map listen and on the other headset can see the server and it says there is one player in that server. When I join the server it says its successful. However nothing happens, and the server browser now says the server has two players; but I never moved either way???? I never see the other player. https://issues.unrealengine.com/issue/UE-82549 I even applied these fixes to the source and still doesn't work? I purchased a second Quest 2 to setup multiplayer only to find it doesn't even work I am using the Oculus source with everything setup correctly game passes all validations. I really need help with this I have done everything I can. Thank you.Solved6.8KViews1like13Commentsproblem with unity build and Quest
Hello, I was trying to test how to import a unity build on oculus quest and i encountered an infinite loading screen problem. -activate developer mode in my oculus quest settings -make a simple scene with a camera, light and a cube to observe in unity 2019.1.6f1. -import oculus integration package on the asset store -in build setting, select android, switch platform and add open scene to the scene in build -in player setting > other setting select Android4.4 'KitKat' -in player setting > XR setting, activate virtual reality supported and select oculus -in oculus > platform > edit setting, i added the application id of my app and then when i hit the build and run button, unity answer me with a build succesful message but the oculus quest is stuck in a black screen with the loading white dots. I tested different fix found around internet (like delete vulkan API) but none of them seems to work, if someone has an idea of how to solve this problem i would be very grateful. thanks12KViews1like8CommentsLabs review team confused by ASW (Application space warp)?!
I submitted our app for labs. After a couple of decades weeks the feedback is: "The app runs noticeably lower than 60 frames per second on supported devices". Well if you only look at Oculus' own review tools then yes, it says 36 FPS when application space warp is in use. It is running at 36 FPS steady, as intended. And thus with ASW it becomes around 72 FPS. Please educate the review team! 😄 Also: The Oculus Dev portal is extremely buggy, the UX is terrible, review times are far too long, I never receive emails after a review has taken place, locale is only correct here and there (a mix of english and norwegian in my case) and labs is far from what it is supposed to be in my opinion. Labs makes it sound like something innovative, a way to quickly iterate on ideas. Instead it is a total blocker. Apple AppStore reviews are a breeze in the wind compared -can you believe it!?1KViews1like0CommentsIs there a way to put touch controllers to sleep?
I'm developing for the quest and I am running into issues where the touch controller does not detect button release when both controllers are active. I'm using button.getup and I have noticed that if I have both controllers awake, the problem occurs where unity does not detect a button being released on the other controller. The problem however, does not happen if one of the controllers is asleep, so I was wondering if there is a way to manually put the controller to sleep. This is the code I'm using in Update- OVRInput.Update(); LeftControllerObject.SetActive(false); if (OVRInput.Get(OVRInput.RawButton.A) && !RightTeleportPressedBoolean) { Controller_L.transform.GetChild(0).gameObject.SetActive(false); RightTeleportPressedBoolean = true; RightTeleportPress(); Debug.Log("In get Down"); } else if (!OVRInput.Get(OVRInput.RawButton.A) && RightTeleportPressedBoolean) { RightTeleportPressedBoolean = false; RightTeleportRelease(); Debug.Log("In Get Up" ); }640Views0likes0Commentshands not responding as expected on oculus Quest
hello I'm trying to develop an app to Oculus Quest yet i encounter many issues on the way. the app basically consist of a room and teleportation. the issue i encountered happens both on unity 2018.3.12 and 2019.1.8. I created an app that did work as expected before on Quest using Oculus integration v1.35. however, when re-exported and installed to a brand new Quest device: 1. teleportation that worked before refuse to work 2. pressing a button on 1 controller hids the other one from view. 3. hands movement is limited 4. even though target devices is set to Quest, i still (on v1.35) see the controller of oculus go 5. it only happens when exporting to quest, on rift it works just fine. things I tried: 1. Start a new project from scratch: followed the standard tutorial and documentation like those https://www.youtube.com/watch?v=qiJpjnzW-mw&t=1s https://developer.oculus.com/documentation/quest/latest/concepts/book-unity-gsg/ could not see the hands at all, and no teleportation was implemented, it is said that there is a bug in current v1.39 https://forums.oculusvr.com/developer/discussion/79144/hands-not-showing-up-with-localavator-unity 2. I tried to use both the unity OVR assets and the following plugins https://assetstore.unity.com/packages/tools/input-management/vr-movement-system-for-oculus-47292 https://assetstore.unity.com/packages/tools/input-management/vr-arc-teleporter-61561 and in all 3 encountered the same issue. did anyone encounter any issue similar to what's described? as some test, (since i do not have another quest) i exported a build and sharing here. please comment if you have tried it and it workd fine on your quest or not https://www.dropbox.com/s/uvcmhyar2qljb19/k14.apk?dl=01.1KViews0likes3CommentsProblem with update v7
After automatically updating to v7 my games are not working: -the FOV is reduced -Only right control is visible by default -Left control is visible only when pressing a button, on release is back to reset position (0,0,0), not affected by tracking. i'm using Unity 2019.1. Apparently lost of devs are having issues, is there any way to revert the update? Regards1.5KViews3likes4Comments