VR 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.22KViews6likes57CommentsMeta Quest Link has poor performance or freezes
Hello there. I am getting poor performance when I try to play a game using the Meta Quest Link. In terms of 5 - 15 minutes, the game starts going slow, blurry, and the vision starts showing some pixelated areas. I already checked if it's something with the laptop and everything is ok. On the laptop, it looks good. The issue is with the app. And every time that switches to VR and AR in the headset, the application goes down a lot. 2 times doing this, and everything just freezes, and later crashes the app in the headset. I hardware is Quest 3 i711800H RTX3070 M.2 storage 32GB DDR4 3200MHZ For the connection, I am using a dedicated connection device (a bridge). The PRISMXR PUPPIS S1. This works by creating a new network where I connect the headset, and it utilizes the shared Ethernet from my laptop. I was able to play just fine, other titles like Half Life Alyx, battle talent, and many other games using SteamVR in the headset like population one, pavlor, sync riders, etc... My network is 400mb/s and my router can support 5G connections. I set 200mb/s the brand connection between the bridge and the headset. This resolves the load times and the poor visual effects and resolution. So, at this point, I think the problem is not hardware or internet issues. I already do the recommended stuff Restart your headset and computer. Update your Meta Quest software and drivers. Disable any firewall or antivirus software that may interfere with your Link connection. Uninstall and reinstall the Meta Quest Link app on your computer. Log out of the Meta Quest Link app and log back in. Try using a wired connection instead of Air Link. Using a cable connection is not an option for me. I am getting this kind of issue, freezing and stopping the meta app. Not sure if the issue is the headset or the desktop app. This video is not mine. But it is the same kind of error that I am facing. What can I do to solve this? I just want to play Hard Bullet. That game doesn't have good support for SteamVR, but it should be good with the Meta Quest Link app. Issue video link121Views0likes1CommentUnreal 5.2 android build freezing at inconsistent times on Quest 3
I'm currently working on a android project of which I'm building to the Quest 3. Im running into an issue where at inconsistent times the game freezes the current perspective, and I'm able to look behind me to see an upside down version of the frozen view. After this point the only way to leave the game is by force quitting from the Quest menu. I haven't found any other posts talking about this particular crash with the reversed view and was wondering if anyone had encountered this before or has any tips on solving the cause. Thanks in advance!657Views0likes0CommentsOculus + Air Link causes computer crashes when the headset disconnects from WiFi.
As usual, it's hard to pinpoint exactly where the issue originates due to all the handoffs between apps. My Quest 2 is connected via Air Link through the Oculus App, to SteamVR, which is then running VR in Unreal's editor. If the connection is active and the headset is awake, I can successfully run in editor as many times as I want. If the connection is not active (only SteamVR is open, Oculus is closed and not set up), Unreal will successfully fall back to a spectator pawn. If the connection is active but the headset has disconnected, my computer will freak out and eventually crash whenever I interact with VR. So far, those crash events occur when I open Unreal (which presumably makes contact with the VR setup) and when I hit that Play in VR button in the editor (as when the headset's fallen asleep between uses). As soon as one of these actions is initiated, I hear cable whine from my PC--the only time I've found that it does this--and I have a very short time to catch it before the mouse freezes, the screen stops, and the computer needs to be restarted. If I'm able to get my headset on, dismiss the lost connection dialogue, and reconnect to my PC over Air Link, it has a decent chance at recovering. I think I've had this happen with Unreal closed, though the above is my primary observations so far. SteamVR has been opening and closing for ages and never caused this on my computer. I previously used VirtualDesktop for this and also never had issues there, though this was largely before my current PC was built so that's not a clear indicator. The computer itself is very new and, on paper, shouldn't be a problem. GPU - 3080 Ti CPU - 5950x RAM - 64gb2.2KViews1like1CommentPlease skip Guardian check when Guardian is disabled on Quest 2
I appreciate the developer feature of disabling Guardian, which saves us time. Thank you. I'd like to report a serious bug in the latest Quest 2 firmware update that wastes developers' time. A simple 2 steps to reproduce it: 1) Settings > System > Developer > Disable Guardian. 2) Long press the power button > Restart Quest 2 will then get stuck in black after the Meta logo disappears, and the only way for a developer to get out of it is to factory reset the device. It appears that Quest 2 got stuck checking Guardian when Guardian was disabled. If so, please make the firmware skip the Guardian check if Guardian is disabled. This will save us lots of time, from developers to developers.4KViews3likes2CommentsDistortion shader freeze one screen of the Quest - Unity
Hi!, we are developing a Quest game using Unity 2019.4 with Built-In Render Pipleline Graphics (not URP) We added a particle effect for an explotion. When we compile and test it... the right screen of the Quest freezes until the particle animation ends. What is happening? Oculus SDK: Oculus Integration v17.0 Setings: Shader: Greetings899Views0likes1CommentAnyway to prevent the Oculus from going to sleep-mode/freeze-mode
Hi! We are currently using the Oculus rift on a exhibition, however.. we are experiencing some issues with our Unity-application from time to time freezes.. We noticed that the Oculus for some reason decides to freeze the last frame once you remove the HMD from the head, so we covered the light-sensor with a pice of tape. This works for now.. but I really dont think this is a solid way of doing it... so is there anyway to disable this "freeze-mode"? We have also noticed that if the Oculus isnt used for a few minutes, the application also freezes on the last frame, we are currently not sure if this is caused by the Oculus rift or some other part of the system, but is there some sort of "idle-timer" kicking in when the oculus hasnt detected change in position/rotation for a while?.. if there is.. then is there a way to disable this? Our goal is to be able to use the Oculus without any freezing for at least a few hours (at least 10h) Regarding all the freezing.. Im not sure if this is a part of the Oculus runtime/"driver", or if its a part of Unitys implemenmtation of the runtime/SDK... but no matter... PLEASE consider changing this behavior.. it would be extremly much more helpful to simply give the developers and event to listen to and then take which ever action they prefer, then to "lock" your developers to do things the way Oculus thinks we want to use the hardware.. we are for this very reason now considering switching to the HTC Vive since it appears to be a more solid pice of software and hardware. Is the freezing anything anyone else can relate to?11KViews0likes11CommentsUnwanted Freeze/Pause/Idle when CV1 isn't moving.
Hi all ! Currently I'm working on a Unity3d application for the CV1. When running the build without moving the CV1, the application freezes after 10 minutes every time. If there's only one computer running this program on its own there's no problem, because when you put on the CV1 it automatically continues where it was paused. The actual problem is when 2 computers are running at the same time through networking: When one of both computers are in this freeze mode, the other one can't continue to another scene, because they need to wait for each other before going to the next scene. Is there a way to solve this? The only way to get this going at the moment is by moving both CV1's so they can go on for another 10 minutes. But I want to get this annoying freeze completely removed, so that they both can run for example all day long. Anyone got a possible solution/fix ? Thanks in advance ! Greg695Views0likes2CommentsRight eye freezes on Android 6.0 Marshmallow (Galaxy S6 Edge)
Hi everyone, I am using Unity 5.3.4p1 with EasyWebViewTexture for Android, everything was fine when testing my app on Android 5.x, but after I upgrade my galaxy s6 edge to Android 6.0 right eye always freezes, like this https://www.youtube.com/watch?v=8VBKz7_MDjQ . However, if I take off my headset and take it on again, right eye rendering works again (at least for a while) It happens the same when I press multitasking button and back to the app in VR development mode. I am using OVRPlugin 1.3.2, Multi-thread Rendering Off and Force OpenGL ES 2.0 in unity player settings, is there something broken after my upgrade to Android 6.0? thanks :smile:1.1KViews0likes2Comments