Rename device with Oculus Quest 2
Hi, we have purchased a big amount of Quest 2 for a client and would like to rename the devices as they appear all with the same name "Quest 2" when you want to stream one of them. Is there any way to rename them? Quest2-01 for example Thanks in advanceSolved32KViews13likes20CommentsPCVR Visual Tearing: Oculus App Incompatibility with RTX 40 Series GPUs or Shortcomings of ASW?
Dear community members, I'm reaching out for help with a visual tearing issue I've encountered in a PCVR application when streaming from a PC to my Oculus Quest Pro (same as Quest 3). Issue Description: I'm developing a digital twin of a factory environment using Unity 2021 (same as 2022) and the Oculus Interaction SDK. Upon upgrading to computers equipped with RTX 40 series cards, I started experiencing visual tearing issues. These issues are absent on lower-end systems with RTX 30 series cards even at very low frame rates. Specific Symptoms: In the scene, there are two cameras: a VR camera (CenterEyeAnchor) and a tracking camera, the Main Camera (which outputs high-definition images to a PC monitor), thereby doubling the rendering load. The visual anomalies occur within the display screens of the VR headset. Within a factory setting, there is a predominantly white floor texture and a green walkway on the ground. When the gaze lingers at the intersection between the green and the white, green spiky flickers appear to "grow" upwards from the boundary. Visual tearing occurs when looking at areas with contrasting colors (green and white) in the scene, with green artifacts growing upwards from the bottom of the screen(floor). Hardware Environment and Observations: The issue is non-existent on lower-end setups, even with very low frame rates: Lenovo Y9000P, CPU i9-12900H, GPU RTX 3070 Laptop Dell, CPU i7-11800H, GPU RTX 3060 Laptop On the following high-end setups, tearing was observed when frame rates hovered around 19 FPS. When the rendering load increased and frame rates fell to approximately 10 FPS, the visual anomalies disappeared: Lenovo Y9000P, CPU i9-13900HX, GPU RTX 4060 Laptop AlienWare, CPU i9-13900HX, GPU RTX 4080 Laptop Custom PC, CPU i9-13900X, GPU RTX 4090 Additionally, all the high-end devices show the warning in the Oculus App: "computer doesn't meet the updated minimum specifications." Preliminary Conclusions: There may be a compatibility issue between the RTX 40 series GPUs and the Oculus App. 13th gen Intel CPUs might also have compatibility issues with the Oculus App. The ASW (Asynchronous Spacewarp) technology could be problematic on RTX 40 series cards, although I've disabled it on my PC. Seeking Community Support: Can anyone provide a more technical description of this visual tearing issue? Does anyone have insights into the exact cause of this problem? Are there specific settings in my Unity project that I could tweak to alleviate these visual issues? My Unity project has ongoing performance optimizations, but the issue seems to be hardware-related. It is absent on RTX 3070 setups but present on higher-end RTX 40 series hardware. Your advice or insights on resolving this would be immensely appreciated!1.6KViews0likes1CommentMETA App failed to load without internet/restricting the use of link cable and screen casting.
Hello, My team and I are building training simulations for a local college to present to students. Yesterday, we had our first trial run of using the Oculus app, link cable, and Oculus quest 2 to present our "game"/project. The app only responded by saying provide internet and sat on a blank screen. My question: is there a way for the Oculus App to load without internet so we can use the link-cable screen casting without the use of internet? If so, has anyone come across a fix for this issue, as my team will travel to local schools to present our project in hopes for recruiting new students. The lack of the Oculus app loading restricts any further advancement to present this project effectively. I look forward and appreciate any and all assistance on this topic. Does the error saying "Provide Internet" only happen in one game/app or in multiple? The App on the laptop just spins as it tries to load the UI for the app but failed to do so unless I connected to my personal phone hotspot. Are you able to access the home screen on the headset? Yes we can access everything in the headset, but the lack of connection to the app does not allow the link cable to connect. Has this app worked in the past? We had to use a standalone computer as the schools windows security policy prevents it from connecting. The standalone computer would not load the oculus app restrciting the connection needed to connect throught the link cable. Also, Is there any specific security policies that needs to be turned off for the device and app to work effectively as something on my network will not allow air link or cable link to work?1.8KViews1like1CommentOculus Link Desktop Streaming No Longer Working
I connected my Oculus Quest 2 for the first time in a few weeks to my PC to continue some UE4 development. I was given a notice in Oculus Link to take off the headset and review Oculus App updates. I followed the Oculus App update notifications and restarted my PC (Oculus App Version 57.0.0.254.153). After this, the 'Desktop' function in Oculus Link started showing this yellow '!' icon. (where previously it showed a live stream of my PC) I restarted the headset which showed what looked like an SD card icon and an update progress bar. I thought ok great maybe the headset firmware just needed an update too. Unfortunately, after the headset update I am still seeing this error:1.7KViews0likes0CommentsPlaying in VR with Quest 2 on Unreal 5.1.1 with Quest Link crashes in RuntimeIPCSystem thread
I'm working on an Unreal 5.1 project using MetaXR and OpenXR plugins. Lately I've been unable to play in VR mode on my Quest 2 in Unreal due to this crash. The crashing thread is RuntimeIPCSystem, and here is the exception message: Exception 0xc0000005 encountered at address 0x1ef7fa73ef0: User-mode data execution prevention (DEP) violation at location 0x1ef7fa73ef0 Another interesting note is when this crash happens, the Oculus App closes and reopens and Quest Link won't work until I unplug-replug the cable to my Quest 2. Here are some details about my circumstances: - Nobody else on my team has experienced this issue, and I have tried a fresh pull on the project with the same result. This leads me to believe it's a local issue on my machine. - I've tried using DebugGame and Development editor build configurations with the same result - I've uninstalled and reinstalled the Oculus App twice - I've done a Windows restore, where I reinstalled Windows while keeping my apps and user data intact. - Running in VR mode in Unreal editor without Quest Link active will NOT crash I'm suspicious of the Oculus App and Quest Link, but reinstalling the Oculus App hasn't helped. Is there anything I can do to completely wipe my Oculus App data in hope of resetting whatever is broken?1.6KViews0likes3CommentsCan I link my Quest 2 to the Oculus App on PC with a non-supported GPU for development in Unity?
I understand that the Oculus app for PC requires newer, more powerful GPUs in order to link the Quest 2 for PCVR games, however I need to link the Quest 2 to my PC for the purpose of development of a school project in Unity. I'm borrowing the Quest 2 from my school, so I didn't know that it would require such GPUs. From a couple tutorials I've watched, the easiest way to test a playable version of the project that I'm building in Unity is to link the Quest 2 to my PC via a link cable. I've already spent a bit of time setting up and developing my project in Unity, and now I'd like to test if the XR interaction and other elements in my project actually work with the headset. The problem is that my Quest 2 can't link to my PC app, because I have an older laptop with an outdated GPU(NVIDIA GeForce MX150), but my processor should be compatible(Intel Core i5-8250U[8th gen]). I don't actually want to link the Quest 2 to the PC app for any other reason than for my Unity to recognize/use the Quest 2 as the run device. From my understanding, the reason it only lets the Quest 2 pair with newer, more powerful GPUs is so that it can run PCVR games without any problems, but I only want to link it to test my Unity project. I think there is a way to build the project and then move it onto the Quest 2 without the need of a link cable, but that would waste time during production and I'm not totally sure how to do it. Is there any way to link the Quest 2 to the Oculus app on PC just for the sake of development? If not, can anyone point me to any resources to bypass the Oculus app for PC and still be able to test my Unity project?2.1KViews0likes3CommentsUnity Oculus Build failed with IL2CPP
Building an oculus app with Unity 2020.x IL2CPP with target architecture arm64 failed for: Exception: Failed running "response.rsp" stdout: Fatal error in Unity CIL Linker System.InvalidOperationException: No action for the assembly TinCan, Version=1.3.0.0, Culture=neutral, PublicKeyToken=7e2d97554f738180 defined at Mono.Linker.AnnotationStore.GetAction(AssemblyDefinition assembly) at Mono.Linker.Steps.MarkStep.IsFullyPreserved(TypeDefinition type) at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference) at Mono.Linker.Steps.MarkStep.MarkField(FieldDefinition field) at Unity.Linker.Steps.Marking.MonoBehaviourMarking.MarkNeededFields(TypeDefinition type) at Unity.Linker.Steps.Marking.MonoBehaviourMarking.DoAdditionalTypeProcessing(TypeDefinition type) at Unity.Linker.Steps.UnityMarkStep.DoAdditionalTypeProcessing(TypeDefinition type) at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference) at Mono.Linker.Steps.MarkStep.MarkField(FieldDefinition field) at Mono.Linker.Steps.MarkStep.MarkEntireType(TypeDefinition type) at Mono.Linker.Steps.MarkStep.MarkEntireType(TypeDefinition type) at Mono.Linker.Steps.MarkStep.MarkEntireAssembly(AssemblyDefinition assembly) at Mono.Linker.Steps.MarkStep.InitializeAssembly(AssemblyDefinition assembly) at Unity.Linker.Steps.UnityMarkStep.InitializeAssembly(AssemblyDefinition assembly) at Mono.Linker.Steps.MarkStep.Initialize() at Mono.Linker.Steps.MarkStep.Process(LinkContext context) at Unity.Linker.Steps.UnityMarkStep.Process(LinkContext context) at Mono.Linker.Pipeline.ProcessStep(LinkContext context, IStep step) at Unity.Linker.UnityPipeline.ProcessStep(LinkContext context, IStep step) at Mono.Linker.Pipeline.Process(LinkContext context) at Unity.Linker.UnityDriver.UnityRun(ILogger customLogger) at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling(ILogger customLogger) at Unity.Linker.UnityDriver.RunDriver() Any Help? Thanks993Views0likes0CommentsDeveloper mode authentication
I’ve been trying for over an hour to verify my developer account, but it’s not working. I’ve entered my phone number multiple times and never got a single code sent to me. Now it says I’ve requested too many codes even though I didn’t get any. also Idk if it actually needs “my” card information or not before sending my number. kudos to Meta for making developer mode harder to access /s 🙄750Views0likes0CommentsOculus + 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 - 64gb2.2KViews1like1Comment