Quest link not working with Quest 3
I just updated my Nvidia driver to the most recent version (537.58), and now Quest link just isn't working at all. Tried uplugging and replugging the link cable, nope. Tried restarting the headset, nope. Anyone else having this problem?Solved170KViews16likes156CommentsCan't delete Quest software files on PC
im trying to delete all of the quest software files off of my computer, and i looked through the local disc section in the files explorer. in local discs it says i have a bunch of quest files, but when i try to delete them it says that theyre in a different location? like it wont let me delete any of the quest files because "theyre no longer in this location" it said that they were in appdata, so i looked and theres nothing there so idk what to doSolved24KViews0likes12CommentsKnown Issue: Closing Steam VR crashes Dash
Hi everyone! We're seeing a small group of Steam VR users finding that Dash is crashing on headset and that their PC is becoming unresponsive once they quit the app. The team is working on identifying and fixing the root cause of this issue, and right now the investigation shows that this is likely related to Hardware Accelerated GPU Scheduling being enabled when using certain Nvidia GPUs. If you're having this issue, there is a workaround In the meantime! You can prevent this happening by disabling the Hardware Accelerated GPU Scheduling feature. To do so, follow these instructions. If you need any further help or have noticed other bugs around Steam VR, please comment below. Let me know if you have any questions!19KViews9likes15CommentsPolitical correctness invades the world of virtual reality
No we can't even escape politics or political correctness by retreating into our virtual worlds: ITEM: Virtual Reality Haunted House Shut Down After SJW’s Brand It ‘Hurtful’ to Mentally Ill Fear VR, a virtual reality Halloween haunted house at California’s Great America and Knott’s Berry Farm, has been closed down just days after its launch following complaints that the hospital-set haunt was “hurtful to those who suffer from mental illness.” http://www.breitbart.com/tech/2016/09/29/virtual-reality-haunted-house-shut-down-after-sjws-brand-it-hurtful-to-mentally-ill/5.1KViews1like34CommentsTest Multiplayer (p2p) with a single headset
Hi, I'm wondering if it is possible to test a multiplayer game that uses the oculus p2p api for its networking by running an instance on your headset and an instance on your PC with no headset. I am developing in Unity and this would speed things up considerably.3.9KViews1like7CommentsMy PC is not letting me view my Oculus GO files. Am I the only one?
I've tried just about everything. -Installed the new 2.0 Driver. -Reset my GO from scratch. -Installed the Samsung drivers (which was suggested in another thread). -Tried multiple cables. Am I the only dev who still can't get this figured out? I'm starting to feel dumb. (Note: My computer does indeed charge my GO. I just can't view any files.)1.8KViews0likes1CommentCan Oculus on PC not play 60fps videos smoothly?
I'm building a Unity app that plays back 180 degree top/bottom stereoscopic 1920x3840 VR 60fpsvideo. I can get very smooth playback on Go and Quest with H.265 @ 31Mbs with Unity's default Video Player. I can't however get smooth playback on PC... I'm attempting with the following codecs: H264 @ 75Mbs, 50Mbs, 25Mbs, 12Mbs H265 @ 31Mbs VP9 @22Mbs, 12Mbs I've tried the following players: - Unity Video Player - Unversal Media Player With these players I seem unable to determine if any hardware acceleration is taking place. The PC I'm testing on has a RTX 2080 and an i5 8500 running Windows 10. I'm testing with an Oculus Rift S and Quest via link. All videos are somewhat choppy, even the lower quality ones. To get the playback to be smooth on the android devices, I had to set the devices refresh rate to 60 fps, the same as the videos FPS to eliminate any stuttering. It seems however you cannot change the fps on Rift, Rift S or Quest Link which run at 90, 80 and 72 fps respectively. Is there any way to sync up the refresh rate with the fps on PC or is there something else I'm supposed to be doing for smooth playback? How does other software achieve it?1.7KViews0likes2CommentsEmpty third sensor position with OVRManager.tracker.GetPose(2)
TL;DL: With 3 sensors, OVRManager.tracker.GetPose(id) works OK for the first and second sensors (ids 0 and 1), but returns (0,0,0) for the third sensor (id 2). Hello! I'm working on an app that uses each sensor position, and it works correctly for the two first trackers, but not for the third one. OVRManager.tracker.count does return 3. OVRManager.tracker.GetPresent(id) does return true to ids 0, 1 and 2 (and false to id 3, as there's only 3 connected sensors). OVRManager.tracker.GetPoseValid(id) does return true to ids 0, 1 and 2 (and false to id 3). OVRManager.tracker.GetPose(id) returns valid positions and orientations to ids 0 and 1, but empty values for ids 2 and 3 (it should return valid values for id 2). "Empty values" being position (0, 0, 0) and rotation (0, 180, 0). Here is an output example: trackers count: 3 ------ id: 0 | present: True | poseValid: True id: 0 | position: (0.9854, 1.8364, 0.5153) id: 0 | rotation: (15.8191, 233.1839, 1.3493) ------ id: 1 | present: True | poseValid: True id: 1 | position: (-1.7348, 1.6925, -1.0900) id: 1 | rotation: (359.7148, 67.5559, 0.3881) ------ id: 2 | present: True | poseValid: True id: 2 | position: (0.0000, 0.0000, 0.0000) id: 2 | rotation: (0.0000, 180.0000, 0.0000) ------ id: 3 | present: False | poseValid: False id: 3 | position: (0.0000, 0.0000, 0.0000) id: 3 | rotation: (0.0000, 180.0000, 0.0000) Is this a bug, or am I doing something wrong? Thank you.1.5KViews0likes4Comments