extreme link lag
so now everytime i start up link it keeps lagging like crazy. i dont have the minimum requirements but it has worked fine until now. its lagging to the point whre i have to wait 1 hour to load a simple game. ive tried rebooting my headset and laptop and uninstalling and reinstalling meta quest link app but it still has the same issue. can anyone tell me how to fix this or am i just stupid and its just the minimum requirements?Solved95Views1like3CommentsWhy has Horizon Worlds become so buggy??
OK, I looked to see if anyone has posted about this. Over the past three weeks, this app has gotten BIG TIME buggy. I don't know if this is because of a software update or what, but it needs to be fixed because the platform is becoming unplayable. Worlds like Bunky's, Gatsby's, Earthbound Cosmic Beach, etc constantly crash and kick players out. The lag in some of these worlds is absurd - even when only 30 people are in the world, the lag makes gameplay impossible because the physics get all jacked up. The Horizon Worlds dashboard takes forever to load thumbnails, making browsing for Worlds a battery vampire. Because we're constantly getting kicked out of worlds that crash, half our headset battery life is spent on load screens returning to worlds. Other players I've discussed this with have experienced delays on rewards/points updates, or profile pics not showing up on in-world scoreboards. At Bunky's, knocking over all the bowling pins - even when the throw is dead center down the lane - won't count as a strike. Another time, I threw straight down the lane and the two right-most pins tipped over then froze, so it didn't count as a strike. The laser pistol is ungrabbable half the time, making it impossible for us to play target practice. I originally thought it was a problem with my headset and/or internet connection; but I've mentioned these issues to at least five or six other people and they ALL report similar problems in the past few weeks. A few nights ago, Bunky's crashed completely two different times, kicking everyone out. Other times, clicking to visit a world in the dashboard will make the chime, but won't actually DO anything. Yet other times, attempting to visit a world will cause Horizon Worlds OVERALL to crash and put me back at my "home virtual environment." I realize this tech is still pretty new, but this is patently absurd for a corporation this large. I've had my Quest 2 since 2023 and NEVER had a single issue playing Myst, Riven, Brinks Traveler, Ocean Rift, Richie's Plank Challenge, etc. I started playing Worlds about two months ago, and for the first month and a half, it may have crashed once. Now it crashes several times a night. So what gives??48Views0likes0CommentsQuest Link via cable low performance after update
I'm really upset with the performance of Quest software nowadays. I was playing Alyx, Metro and Beat Saber a while ago with zero issues (recommended settings and 600mb bitrate on debug). For some reason, after some updates, I'm getting unplayable stutters even on the Link menu while using the headset. Nothing changed on my hardware. I'm still playing all my flat games on 2k with high fps, so why they reduced my recommended settings and I'm getting really bad fps even on 0.7x? RTX 3080, RYZEN 9 6900HX, 32GB RAM, WIRED LINK 3.2 GBPS68Views1like0CommentsOVRHaptics causing dropped frames.
Hello! I've recently run into an issue where OVRHaptics is causing my application to drop frames. The issue seems to be OVRHaptics calling a function called Config.Load() every 0.5s or so. The function is heavy and causes a ~10ms spike. I would assume a function like this would only be intended to be called once during a setup or awake. So far this issue is only occurring on a single PC running the project on Rift via the Unity editor. I've been unable to reproduce the issue on my main machine. Anyone have any idea about what's going on? Here's some information about the system in question. Unity Release: 2018.4.10f1 Oculus Integration: 1.42.0578Views1like0CommentsQuest Sending data to C# TCP Server problem
Solved: The method I had for syncing send event to only send every 1/30 seconds was broken but didn't look like it was. This resulted in loads of information being sent instead, about 2 Mb/s or more when I made new objects. Hi, I'm having an issue where it seems that the Quest is prohibiting or slowing down the data I'm trying to send to my server. The reasoning for this is that the incoming data from the server is not slowed down at all, it is all instant, ex. sending data from my computer to the server, and then to the quest, has no delay. While at the same time, sending data from the quest to the server, to the computer, has a very large delay. I've tried a couple of things and ended up with "pinging" System.DateTime from the quest and then printing out the difference on the server console. It's not exact, but it gets the job done. This is where I noticed where the problem was. Sometimes, Aka, when sending very few packages or say, just position, rotation, and rigid-body variables for one object, to the server (from the quest), it handles decently. But when I tried to sync two transforms. the send speed slows down exponentially. first a couple of seconds then to over a minute and so on as time goes on. This at the same time doesn't slow down the quest at all. the rendering and everything are just fine. This leads me to believe that I might have missed something during the setup of connecting to the server, that limits the sending speed... But this doesn't make sense since it doesn't limit the send speed on my computer. So my other thought is that I have to set something up for connecting or sending information to the server in the oculus API or in the oculus itself. So I'm not really sure where to go from here.766Views0likes0CommentsJitter moving a simple object using Unity in VR
I have a problem that I don't know because there are so few people who suffer it too. I am making a game where I need to move an object over the scene from one point to another using code. The problem is that when I see the object move using the VR glasses, I see the movement as with jitter and the faster it moves, that jitter gets worse. Note: I use Unity 2019.1.14 The code is very simple: **************************************************************************************** public class DesplazamientoPruebas : MonoBehaviour { public Transform[] puntos; public int contador = 0; Vector3 posicion; // Start is called before the first frame update void Start() { Application.targetFrameRate = 90; posicion = puntos[contador].position; } // Update is called once per frame void Update() { if( Vector3.Distance(transform.position,puntos[contador].position)<2 ) { contador++; if (contador > 1) { contador = 0; } posicion = puntos[contador].position; } transform.position = Vector3.MoveTowards(transform.position, posicion, 0.2f); } } ************************************************** This script is assigned to the object and I only observe how it moves when I start the game. I have tried to: Modify the time in the game preferences to leave it as 1/90 or 1/60. Change all playerSetting parameters following the Oculus recommendations. To move the object I tried Update () with time.deltatime FixedUpdate with Time.fixedDeltaTime LateUpdate with time.deltatime I have tried as functions: Transform.Translate Vector3.Lerp Verctor2.MoveTowards All with the same result . It doesn't happen to you? I would appreciate a help because I can't think of what else to do. Thank you very much!!1.5KViews0likes1CommentFramerate drops severely when disabling Oculus XR and re-enabling it
Unity Version: 2018.2.5f1 Oculus Unity SDK: OVR Plugin Version 1.32.0 Framerate drops severely when disabling Oculus XR and re-enabling it. 1. What happened Using Oculus, if you enable XR then disable XR, when you re-enable XR the frame rate drops significantly. The more times you enter and exit VR, the worse the issue becomes. 2. How we can reproduce it using the example you attached Steps to Repro: 1. Open Sample Project titled "Oculus_VR_FPS_Degeneration" 2. Open Scene "SampleScene.unity" 3. Press play 4. Press "Up" key to enable XRSettings. Take note that the framerate is stable. 5. Press "Down" key to disable XRSettings. 6. Press "Up" key again to enable XRSettings. Expected Results: Unity should return to VR at a stable framerate. Actual Results: Unity experiences a period of deteriorated frame rate. Tested and reproduced on: Unity 2018.2.5f1 & Unity 2018.2.1f1 Unable to reproduce in: Unity 2018.1.9f1 License type: Pro544Views0likes0CommentsPositional Tracking Stuttering when Entering/Exiting VR
We recently upgraded our project to Unity 5.6.4p2 from 5.6.1f1. We're noticing now when we toggle VRSettings.enabled from false to true the positional tracking gets really jumpy. Everything else in the scene is running at frame rate. Hands rendering from the avatar sdk, scene elements, etc. are all fine. But the tracking jumps around a lot at like 5 FPS. Tried in an empty scene as well and we can reproduce. We're not getting any errors so not sure what the source of this is. We've tried with Utils 1.24 and 1.26 and both behave the same way.1.8KViews0likes6CommentsIs there a way to not show the white hourglass when loading a new scene?
I am switching between two scenes asynchronously and the loading is pretty smooth, just about a frame or two spike in fps but not very noticeable. However the white hourglass flashes on screen for those few frames and is really distracting and makes the project feel like it is lagging. Any ideas on how to avoid/remove the hourglass and/or speed up the loading between scenes? I've seen this question posted once or twice but I couldn't find an answer that worked. Thank you!1.5KViews0likes2CommentsLow poly-count indoor scene with performance issues while looking outside the room (weird pattern)
Hey there, Sorry, couldn't make a good title for this long post. To start, I have a discussion (https://forums.oculusvr.com/community/discussion/62088/experiencing-some-lags-stutter-in-games-apps-laptop-gtx-1060-is-hardware-the-problem#latest), that explains my problems while playing the Oculus Home app and Robo Recall. The lags/stuttering do not make them unplayable but is noticeable. The takeaway could be that my hardware is, in fact, the problem. Here's the build (if you didn't see in the other post): It's a Laptop i7 7700 HQ 2.8 GHz 32 GB RAM GTX1060 GPU headset pluged in usb 3.0 (but says 2.0) - using an usb 3.0 extension because the usb close to the HDMI is under an Asmedia controller with compatibility issues 1 sensor in usb 3.0 1 sensor in usb 2.0 it was expensive (I'm in Brazil) Secondly, what I've already tried: Set windows settings to performance over quality Disabled USB power saving in windows settings Went to Devices panel and turned off USB power saving option in every USB device possible Disabled windows defender while playing/working (I have no other anti-virus) I have no recording apps or anything with overlay issues that I've read about Disabled game overlay in GeForce Experience Set performance option in Nvidia Cotrol panel Now talking about Rift and Unity. I read about performance and optimizations and first I have to say that I did nothing about that in this scene that I'm going to show. I wanted to understand the need for optimization before optimizing. In unity docs they say you can get away with from 1 to 2 million vertices in view. I setup a scene with a maximum of 56k vertices in view. Why? Because I had one with 250k max and the stuttering was really noticeable, so I did cut a lot of heavy things. So how the scene is setup? Unity 2017.3.1f1 Only baked ligthmap No realtime shadows, because no realtime lights 1 non-directional lightmap of 4096x4096 (better than many of 1024x1024?) Forward rendering - tried with deferred too, with the same result Stereo rendering mode - tried single pass and multi pass, with the same result Two baked reflection probes (box projection) 6 point lights (baked) 1 directional light (baked) Camera (center eye anchor in a OVRCameraRig prefab) - not using Skybox No atlas for the textures used (the ground and one wall paper on the wall) - image below Too many materials? Lighting settings: Player settings: Here tried GPU Skinning, Graphics Jobs, with same results. Model hierarchy: The selected object has a mesh renderer as it's children. (the grouping can affect batching?) So, let's see the problem in video. I have three in youtube (linked below) In Unity without the profiler (with stats): https://youtu.be/-RjO3wu6l3Y In Unity with the profiler (with stats): https://youtu.be/lq7bQodU_Ho With a build (Fantastic quality) https://youtu.be/umb17rUJCOk I tried with lower quality, but the problem persist. When I crouch and stand up it happens too (simulating the pattern shown in the videos above). No problems when the view is restricted inside the room. When I look "outside" through the glass door (transparent material with reflections) the problem occurs. Disabled Static and Dynamic Batching once to see what happened, and the stutter happened on the glass door, instead of when moving the head to face the table. I read that the unity Skybox is a problem. I supose I'm not using it. I really want to understand what is going on here, before I try to optimize without knowing what to. Again, too low-end hardware?1.2KViews0likes1Comment