Oculus Quest 2 Runtime Not Working/Switching to OpenXR
I'm stumped. I checked the Meta website to see if anyone has had a similar problem--and/or solved it. Sure, people have had their issues solved, but not me. As of now, I've updated my drivers (both headset and laptop), and restarted and updated everything I could think of. I also went through the SteamVR route, which didn't help either. I checked the developer portion of SteamVR settings and still couldn't switch it the runtime correctly. I went over to device manager, and made sure the USB ports were turned on and all that, weird things that Meta themselves suggested to another plea for help. Additionally, I installed the OpenXR toolkit off of the Microsoft webstore. Nothing much there... I'm going through all this because I just wanted to solve my Pavlov screen jitter issues--now I'm in a world full of problems 😕 Any help would be appreciated, please let me know!1.9KViews3likes2Comments[MajorBug] Acceleration returns 0 for all Meta Quest, on Unity and Unreal Engine
Hi, Whatever the Meta Quest version 1, 2 & 3, whatever the node or device, on Unreal Engine 5.4.4 and on Unity 2021 to 6000, the requested acceleration is (0, 0, 0) and the requested angular acceleration is (0, 0, 0). In Unity, these (0, 0, 0) vectors are obtained using the TryGetFeatureValue(CommonUsages.deviceAcceleration, out deviceAcceleration) and TryGetFeatureValue(CommonUsages.deviceAngularAcceleration, out deviceAngularAcceleration) methods (but also using OpenXR) In UnrealEngine, they are obtained using the GetRawDeviceData in a blueprints. The bug has 100% repeatabilty and is very easy to reproduce Consequently: There is no way to get the acceleration for the Meta Quest The problem is neither Unity nor UnrealEngine nor OpenXR --> is has to be a Meta bug1.4KViews2likes5CommentsNew oculus Update make the controllers not work in UE5
After the recent Oculus Update, my controllers have stopped working in Unreal Engine 5. whenever I try to play in the editor or a working project build, the controls do not move or allow for input. They were working perfectly before the update. This is affecting the Oculus Rift CV1 and the Quest 2. From what I've read in the forum so far all Oculus headsets are affected and Facebook/meta are sitting on their hands doing nothing Both controllers are fixed to 0.0.0. in the world space and won't move or allow for inputs Two and a half years of work are now dead in the water until it's fixed. I have tried uninstalling and reinstalling the Meta desktop app. I have tried different solid builds that I know work. "Have you removed any third-party accessories that may affect power, battery fit, or controller detection. For example, rechargeable grips, controller covers, etc." - Yes "in your other attempts, did you unpair and repair the controllers to the headset?" - Yes "Have you checked the controller battery and the LED status (blinking, solid, or no light at all)?" - Yes I have a custom build development PC that can more or less handle anything so that isn't a problem.3.6KViews2likes7CommentsDeveloper Hub - Build Upload Failed - PROCESSING ERROR, API ERROR, ECONNRESET
I am trying to upload a new build of my game through the Meta Quest Developer Hub. I am uploading it to a private release channel for alpha testing. I am getting a number of errors after multiple attempts with a different error each time. I get upload failed errors sometimes showing Processing Error please try again later, API error, or ECONNRESET Network error. I've tried looking at the log files but Im not experienced enough to know what to do. It is strange because I havent had these issues before, I've uploaded multiple builds with the most recent being a little over a week ago. I am using unity 2021, the most recent version of MQDH, and am attempting to upload an apk and single OBB file (2.2 GB). I have tried copying the adb files associated with my unity project and pasting them into the "Meta Quest Developer\resources\bin" file path. I've also tried changing the MQDH ADB file path to match the unity version in the file path "C:\Program Files\Unity\Hub\Editor\2021.3.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools" Nothing seems to work and its more strange that different errors pop up instead of a single consistent error. I've made sure my manifest file is correct and am increasing the version and bundle code with each build, and done other things like make sure MQDH is able to pass through my firewall, tried making a fresh release channel. I also sometimes receive this error when attempting to open MQDH and I have to uninstall it and reinstall just to get it to reopen. Am i doing something completely wrong? Here are two of the errors, with the other one saying PROCESSING_ERROR please try again later. I can send log files if needed. Thank you for any help in advance!8.5KViews2likes12CommentsSERIOUS ISSUE Quest Pro not Casting and I'VE DONE EVERYTHING!!
Please don't skip this isn't your run of the mill I can't get this going post. I have been working in and using the developer hub for along time and I CAN NOT GET AN ANSWER FOR THIS ISSUE! Long story short I can not cast through the Quest Pro on MQDH. When I try to cast I get the same error listed below. This used to work fine, it also worked on my laptop, now it works on neither. Also when I try to record it says the "display is off ...it's not. A few others have reported this issue with NO RESOLVE. I've tried everything, factory reset headset, factory reset PC, everything is updated, tried rolled back version of MQDH ETC and still not dice. It works fine with my Quest 2, I can also cast with the Quest Pro through sidequest AND the oculus casting website no problem but you can not record quality mixed reality content so they are worthless. This is only an issue with the MQDH and only with my Quest Pro. I'm not sure if it is the root cause but "allow usb debugging" does not pop up when I plug the pro in but it does when I plug the Quest 2 . I've been at this for weeks with no help! Everything is correct, developer mode, my developer mode account. I've tried turning developer mode on in of while the app while in the headset. I've tried different cables, different pc, even different operating systems and it STILL it refuses to work and it used to. I've toggle usb displays and developer options in the headset etc. Once again I'm not sure if this is the cause but it's the only thing different between the Quest 2 and Quest Pro when trying to cast. The worst part is it used to work, I didn't touch the headset for a month and now this.2.9KViews2likes8CommentsTonemap Subpass stopped working in builds - UE5.4.3, Meta fork 69.0
Since updating to 5.4.3, using r.TonemapSubpass=1 results in a black screen in builds. This has worked perfectly fine before and it does still work when playing in editor. Wondering if anyone else has encountered this issue as well. This is my .ini render setting currently used. Note that previously, r..TonemapSubpass is set at runtime (BP), added the first line in .ini for testing purposes. If anyone has some insight I would greatly appreciate it. [/Script/Engine.RendererSettings] r.Mobile.TonemapSubpass=1 r.Mobile.ShadingPath=0 r.Mobile.SupportGPUScene=True r.Mobile.AntiAliasing=3 r.Mobile.FloatPrecisionMode=0 r.Mobile.AllowDitheredLODTransition=False r.Mobile.VirtualTextures=True r.DiscardUnusedQuality=False r.Shaders.CompressionFormat=2 r.AllowOcclusionQueries=False r.MinScreenRadiusForLights=0.030000 r.MinScreenRadiusForDepthPrepass=0.030000 r.MinScreenRadiusForCSMDepth=0.010000 r.PrecomputedVisibilityWarning=False r.TextureStreaming=True Compat.UseDXT5NormalMaps=False r.VirtualTextures=True r.VT.EnableAutoImport=False r.VirtualTexturedLightmaps=False r.VT.AnisotropicFiltering=False bEnableVirtualTextureOpacityMask=False r.VT.TileSize=128 r.VT.TileBorderSize=4 r.vt.FeedbackFactor=16 WorkingColorSpaceChoice=sRGB RedChromaticityCoordinate=(X=0.640000,Y=0.330000) GreenChromaticityCoordinate=(X=0.300000,Y=0.600000) BlueChromaticityCoordinate=(X=0.150000,Y=0.060000) WhiteChromaticityCoordinate=(X=0.312700,Y=0.329000) r.ClearCoatNormal=False r.DynamicGlobalIlluminationMethod=1 r.ReflectionMethod=1 r.ReflectionCaptureResolution=128 r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True r.Lumen.HardwareRayTracing=False r.Lumen.HardwareRayTracing.LightingMode=0 r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False r.Lumen.TraceMeshSDFs=0 r.Shadow.Virtual.Enable=1 r.RayTracing=False r.RayTracing.Shadows=False r.RayTracing.Skylight=False r.RayTracing.UseTextureLod=False r.PathTracing=True r.GenerateMeshDistanceFields=False r.DistanceFields.DefaultVoxelDensity=0.200000 r.Nanite.ProjectEnabled=True r.AllowStaticLighting=True r.NormalMapsForStaticLighting=False r.ForwardShading=True r.VertexFoggingForOpaque=True r.SeparateTranslucency=False r.TranslucentSortPolicy=0 TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000) vr.VRS.HMDFixedFoveationLevel=1 vr.VRS.HMDFixedFoveationDynamic=False r.CustomDepth=0 r.CustomDepthTemporalAAJitter=False r.PostProcessing.PropagateAlpha=2 r.DefaultFeature.Bloom=False r.DefaultFeature.AmbientOcclusion=False r.DefaultFeature.AmbientOcclusionStaticFraction=False r.DefaultFeature.AutoExposure=False r.DefaultFeature.AutoExposure.Method=0 r.DefaultFeature.AutoExposure.Bias=1.000000 r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.DefaultFeature.MotionBlur=False r.DefaultFeature.LensFlare=False r.TemporalAA.Upsampling=False r.AntiAliasingMethod=3 r.MSAACount=4 r.DefaultFeature.LightUnits=1 r.DefaultBackBufferPixelFormat=4 r.Shadow.UnbuiltPreviewInGame=True r.StencilForLODDither=False r.EarlyZPass=3 r.EarlyZPassOnlyMaterialMasking=False r.Shadow.CSMCaching=False r.DBuffer=True r.ClearSceneMethod=1 r.VelocityOutputPass=1 r.Velocity.EnableVertexDeformation=2 r.SelectiveBasePassOutputs=False bDefaultParticleCutouts=False fx.GPUSimulationTextureSizeX=1024 fx.GPUSimulationTextureSizeY=1024 r.AllowGlobalClipPlane=False r.GBufferFormat=1 r.MorphTarget.Mode=True r.GPUCrashDebugging=False vr.InstancedStereo=False vr.PixelDensity=0.8 r.MobileHDR=False vr.MobileMultiView=True r.Mobile.UseHWsRGBEncoding=True vr.RoundRobinOcclusion=True vr.SupportMobileSpaceWarp=True r.Mobile.Oculus.SpaceWarp.Enable=True r.MeshStreaming=False r.HeterogeneousVolumes=False r.WireframeCullThreshold=5.000000 r.SupportStationarySkylight=True r.SupportLowQualityLightmaps=True r.SupportPointLightWholeSceneShadows=True r.SupportSkyAtmosphere=True r.SupportSkyAtmosphereAffectsHeightFog=True r.SupportCloudShadowOnForwardLitTranslucent=False r.Shadow.TranslucentPerObject.ProjectEnabled=False r.Water.SingleLayerWater.SupportCloudShadow=False r.Strata=False r.Strata.BytesPerPixel=80 r.Strata.OpaqueMaterialRoughRefraction=False r.Strata.Debug.AdvancedVisualizationShaders=False r.Material.RoughDiffuse=False r.Material.EnergyConservation=False r.OIT.SortedPixels=False r.SkinCache.CompileShaders=False r.SkinCache.SkipCompilingGPUSkinVF=False r.SkinCache.DefaultBehavior=1 r.SkinCache.SceneMemoryLimitInMB=128.000000 r.Mobile.EnableStaticAndCSMShadowReceivers=True r.Mobile.EnableMovableLightCSMShaderCulling=True r.Mobile.Forward.EnableLocalLights=True r.Mobile.Forward.EnableClusteredReflections=False r.Mobile.EnableNoPrecomputedLightingCSMShader=False r.Mobile.AllowDistanceFieldShadows=False r.Mobile.AllowMovableDirectionalLights=False r.Mobile.EnableMovableSpotlightsShadow=False r.GPUSkin.Support16BitBoneIndex=False r.GPUSkin.Limit2BoneInfluences=False r.SupportDepthOnlyIndexBuffers=True r.SupportReversedIndexBuffers=True r.Mobile.AmbientOcclusion=False r.GPUSkin.UnlimitedBoneInfluences=False r.GPUSkin.UnlimitedBoneInfluencesThreshold=8 MaxSkinBones=(Default=65536,PerPlatform=(("Mobile", 256))) r.Mobile.PlanarReflectionMode=0 r.Mobile.SupportsGen4TAA=True bStreamSkeletalMeshLODs=(Default=False,PerPlatform=()) bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=()) r.PPM_DefaultCalibrationColor r.XRSoftOcclusionsPermutation=True xr.VRS.DynamicFoveation=False r.Streaming.PoolSize=3000 r.MeshDrawCommands.DynamicInstancing=1628Views1like1CommentVelocity estimation is working worse than it was when entering the tracking FOV
Hi, The black box driver estimating the handler position and velocity using, it seems, a Kalmann and an inertial filters, obtains degraded results as compared what it obtained before. More precisely, if the handler comes from outside the FOV of the tracking cameras and enters this FOV, the velocity is completely irrelevant (sometimes pointing rearward while the handler is moved forward for one or even several frames). His is easy to reproduce by printing the angle between velocity and the player camera direction, and by moving (slowly or quickly) from behind the head to in front of the head. Before throwing objects was a real pain in VR before (example : throwing objects in SuperHot VR). Either the object was falling on the floor, or the throwing direction was wrong up to 90°. Now it is worse, since the error is random up to 180°. You would have 2 ways of solving this : 1) Going back to the previous velocity and position engine, and stop modifying it (how can we expect a developed game to react consistently otherwise?) 2) Exposing the raw data (really raw, not already filtered), enabling us to do the job as we wantit to be done (I'm a scientist in image processing for 25 years) Even better, you could do both. Best Regards830Views1like2CommentsQuest 2 controller vibration and Meta Haptics Studio
Hi guys, I am currently using Quest 2 and Meta Haptics Studio to design haptic feedback with controllers. In Meta Haptics Studio, vibration amplitude and frequency range from 0 to 1 without showing information about how strong they are in specific units. Could anyone please tell me how strong the vibration and frequency are when they are 0.5 or 1 in Meta Haptics Studio? Thank you!592Views1like0Comments