Starting at Rift 1 it’s silly that Quest in 2025 still lack basic user controls for core functions
People have been asking Meta for years to add a simple toggle to disable the proximity sensor directly on the headset. Instead, the only way is through ADB or SideQuest, which makes zero sense for a mainstream device. A native setting should exist by now. Meta also removed the option to disable the “double tap to glance” overlay. It’s now permanently on with no way to turn it off. In fast movement or dance sessions, both problems annoy constantly. Quick head movement or leaning forward trips the proximity sensor, and accidental taps or scratches activate room view. It breaks immersion every time. It honestly feels like the product designers don’t actually use the headset actively. Having to open a developer account just to disable Guardian proves it. If there are legal concerns, add warnings. Don’t take away core user control! Small note while on on the train of annoying issues about Pro: -thanks for fixing the odd rendering issue on Pro headset where a diagonal line was breaking the image on the headset after updating to v80 and up its gone BUT when will your microphones ever be flawless? It's not as bad as the Rift S, but occasional mic dying turning robotic or giving a high pitch scream still appears once every few months or weeks does not happen on my Quest 3, Rift cv1, but we all know the famous Rift s mic going robot mode! (all headsets now on newest OS at the time of writing this)15Views0likes0CommentsLIVE ON REELS
So Hey meta Dev I want live feature on instagram on reels section and top of the bar like youtube shorts we can do live on instagram and it's good idea for creator I know live are available but they are only for followers but if we add live on reels while we scroll we find new creator who do game live or many other things....673Views0likes0CommentsV56 and up, Quest Pro Link stability
Hello, I've been developing an app at work for PCVR, we're using Quest Pros and extremely high end PCs with one router that has four WiFi bands, hardware is not an issue here, all new and a bit of an overkill performance-wise. The problems we're having are crashes and stability of tracking when in link, the headsets repeatedly reset and adjust their position as if pressing recenter. We were using spatial anchors before but that can no longer be utilized as they cause our app AND oculus desktop app to crash. We're building on Unreal Engine 5.2 with developer features turned on so we can use hand tracking and anchors on PC. We tested for what could cause the crashes and found out that it is Quest system version, even with the newest plugin in Unreal the app runs smoothly on v55 but still stashes on v56 and v57. Is this a known issue or are we the first to encounter it? Any help with solving the crashes would be appreciated, we had to code our own provisional spatial anchors for now but the instability with link makes them an unviable option.2.3KViews3likes2CommentsApp filter and app hiding for quest 2
I have several apps that I uninstalled that are grayed out prompting me to reinstall them, it's very annoying. I know the quest 2 had a option to filter with (All) (Installed) (Unknown), but I looks like it was removed. This feature should be added back or have the option to hide apps and be able to unhide them from the apps section in the settings or something. I know other people also have this issue too.683Views1like0CommentsDoes the Quest support Geometry Shaders at all?
When using the VrCubeWorld_Vulkan sample (ovr_sdk_mobile_1.24.0), querying the device features I see zero returned for: VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES.multiviewGeometryShader Can I therefore assume that geometry shaders are not supported at all on the Quest currently, not just for multiview but for normal non-multiview rendering or even OpenGL?2.4KViews0likes3CommentsEnterprise/Business Functionality ? (Kiosk / Demo mode)
Bonjour à tous, / Hi ! [EN] First satisfactory returns on the Oculus Go. But ... Are there any solutions to customize the Oculus Home? Automatic start of applications at the exit of standby or at startup? A mode without Controller? All these small features that would suit a simple 360 video viewing / virtual tour application without too much customer interaction for example. In response to another post @imperativity post although the Oculus Go is customer centric (consumer-centric) and is not made for the Enterprise (at launch ?!) and it's a little pity ...! It would just take a few features to restrict / isolate the vast Oculus environment to deliver concrete business experiences. When will Enterprise / Business features? Go Oculus, we wait for them, we count on you! Oculus Go aims to democratize VR. Yesterday we had 1 or 2 VR headset, on a showroom for example, today it's possible to put as much VR as we have espace on the room. This is the strength of this solution, we need to have the tools to offer an interesting experience to customers. _______________________ Related posts : https://forums.oculusvr.com/community/discussion/64881/demo-mode-for-go https://forums.oculusvr.com/community/discussion/comment/622656#Comment_622656 _______________________ [FR] Premiers retours satisfaisants sur l’Oculus Go. Mais… Existe-t-il des solutions pour personnaliser l’Oculus Home ? Des démarrages automatiques d’applications en sortie de veille ou au démarrage ? Un mode sans Controller ? Toutes ces petites fonctionnalités qui conviendrait à une application simple de visualisation vidéo 360 / visite virtuelle sans trop d’interactions client par exemple. En réponse sur un autre post @imperativity précise bien que l’Oculus Go est centré client (consumer-centric) et n’est pas fait pour de l’Entreprise (au lancement ?!) et c’est un petit peu dommage… ! Il suffirait juste de quelques fonctionnalités pour limiter/cloisonner le vaste environnement Oculus pour offrir des expériences professionnelles concrètes. A quand les fonctionnalités Enterprise/Business ? Aller Oculus, on les attends, on compte sur vous... ~ TL828Views1like0Comments