Can not pass VRC.Quest.Functional.6 (App must only include Quest HMDs and controllers...)
Hello All, I submitted app on app lab. After released app, get response from oculus that Changes requested and can not pass VRC.Quest.Functional.6 (App must only include Quest HMDs and controllers...) Anyone have an idea how can pass this VRC.Quest.Functional.6 requirements?1.8KViews0likes3CommentsQuest 2 pcvr airlink not working
So I’m primarily a pcvr player and for whatever reason my usb cable doesn’t like doing cable link so I started using air link, and now that doesn’t work either both oculus and computer are as up to date as they can be the oculus seems to recognize my computer but will not link I click on the computer from the quest link menu it says not connected I click again and try and link and nothing happens, I’ve also tried removing the device from my computer but now the oculus link app doesn’t even recognize my oculus, I’m puzzled and not sure what’s going on is this just an issue on my part I don’t really know where to go from here. I just wanted to play blade and sorcery lol1.3KViews0likes6CommentsRender resolution vs. app res in ODT overlay
Hi! When I display the performance overlay in oculus debug tool the displayed app res is larger than the render resolution set by the meta quest link tool. Is this because render resolution in link tool is meant to be the resolution after lens correction and app res in odt overlay is before lens correction? TIA, Heiko598Views0likes0CommentsPhase Sync recently not working on v65
Hello, so I've been using Phase Sync due to my tracking being a bit delayed which i can feel, and i am used to the way phase sync is, but i had to factory reset my headset recently and ever since then phase sync hasnt worked, here are the adb props that ive tried: debug.oculus.PhaseSync, debug.oculus.phaseSync, debug.Meta.phaseSync the way i know phase sync didnt get turned on, is either from my predictions being at low numbers such as 20, so really delayed, or the PhaseSyncStaticPadding (i think thats what its called) not working. Please someone help me on this because I need phase sync, thank you to anyone whos willing to help me779Views0likes0CommentsChoosing VR Headset for a static experience
Hello, I've been tasked of making a VR application running on a PC connected to a VR headset. The VR headset of choice will be enclosed in a plastic shell that will block every camera and constrain it to only rotate around 2 axis and the headset will not be removable. I'll receive the orientation data from an external IMU sensor. Can someone tell me if there is a headset that can be used with these conditions: The headset will not ask for calibration when turned on The headset will not require any interaction in order to be usable from the PC, exept for the initial setup The headset will not show any menu or warning messages My application will be set to auto run (on Windows) and it will automatically send images to the headset (I'm thinking of developing it in Unreal) Thank you, any help is appreciated!482Views0likes0CommentsOculus mirror - keeping new settings
HI all. I hope someone can assist. I often use the image stabilisation and a few other settings which I'd like to have as the default once mirror loads. I have tried the --loadsettings in the command line, however there is no settings file saved after saving my preferred settings in the app. Opening the file to amend settings in notepad also has no joy.793Views0likes0CommentsHow do VR players work?
Couldn't find the answer on the internet for some reason. All I could find is how to download them or some shallow thing about how they are two images for each eye. I used to hate VR videos because I had been watching the improperly. Not sure what it's called, but it was essentially just a projection of the video in a sphere around you, so things up close would look massive and it was overall just terrible. Then I learned you needed a dedicated VR Player, and the result was much better. It really felt like I was there. But how does this work? In a game, things feel real because when you move your head around, there's parallax from which you gather a sense of depth, but in a prerecorded video, the video player has no idea, right? When I was moving my head around in the VR Player I obviously couldn't see any noticeable parallax, but the VR Player almost "simulated it" well enough to where it felt real. Does it have depth data or just use some sort of algorithm?620Views0likes0CommentsPreview app not appearing
I keep getting stuck with this issue. We lately been building and releasing some apps through the Release Channel. All of the invited users receive the invitation mail and accept that. But the odd thing is that the app only appears on some account and not on all of them. I already tried to accept the invitation more than once, restarted the headset, unsubscribe a specific user and re-invite that user again without any luck. How can I streamline this process?2.7KViews1like5Comments