Unable to use most features through Meta Quest Developer Hub
I recently received a Meta Quest Pro through my work with the expectation to be able to develop for it. So, I went through the setup process including enable Developer Mode through the Meta Quest app. Unfortunately, I am unable to use certain features with the headset connected by USB. The device shows up when checking `adb devices`, however, "ADB over Wi-Fi" cannot be enabled. Checking it off results in a message "Failed to connect, ensure device is reachable". Meta Quest Link also doesn't work, I simply get the yellow light and a warning message "Make sure the Oculus PC app is working". OVR Metrics Tool - I'm also unable to install this. It shows a yellow warning with "Device will reboot after installation". Clicking install results in a message "Removing....." in the button that never changes or goes away. Cast Device - also does not work, results in a generic error message that displays on the Quest Pro and the Developer Hub application. Record Video and Screenshot do not work - both simply display black screens and the Quest Pro makes a series of sounds. The device does show up with battery status, but the only thing I can get to work is adding an APK files to it. The APK does not work once installed unfortunately. Is there a piece of hardware I'm missing? Why can't I enable ADB over Wi-Fi? Is there an issue with the Quest Pro itself? PC is running Windows 11, it IS a company managed PC but I have admin rights on it.1.6KViews1like2CommentsRestart Computer
I've been trying to install the oculus setup for over 3 hours now and I've only worked around problems instead of fixing them, just to run into more problems. My C drive is always jammed with 80% of the capacity being taken up by the PC's program files, and of course Oculus normally downloads on that drive, so I did the whole C > D drive thing in another post and it worked but it said that my D folder didn't have enough GB's of some kind to work, so I had to made do with my C drive. I've made enough space in C to download, over 17GB, but no matter how many drives I update, how many firewalls I activate and deactivate, no matter how many permissions I change, when I try to install, it gets past the first download phase with no issue at all, but once it makes it half way through the second phase, this image I attached is what I see. I've tried restarting and I've tried going all over reddit, all over the oculus website, and even YouTube and I have yet to find a possible fix for this. Would someone, anyone have an idea as to what I should do?1.4KViews0likes2CommentsOculus Rift S Displayport Problems after 6. month - already broken?
Okay.. first let me say one thing: my English is bad but i hope someone can help me! :( When i plug in my VR Headset it connects with USB 3.0 and with Displayport, but after 5sec. it says "no displayport" and it repeats over and over again... like: on - off - on - off things i already try: Oculus Launcher installed on new version (also reinstalled and using the beta version) Graphicscard is up to date, my computer too. PC restarted several times. Also updated drivers with device manager Displayport sockets on the graphics card checked and working fine (vr headset too) i also tested all displayport sockets and usb 3.0 and 2.0 but nothing changed i bought that headset 6month ago and it worked great but nooow? My PC: Ryzen 9 3900x | 32GB RAM | RTX2080Ti | Gigbyte X570 Aorus Elite | 2TB M.2 SSD how can i fix that?4.9KViews0likes21CommentsRIFT S: ALL ERRORS SO FAR
[SETUP] GPU: 2060RTX CPU: i7 7700k Ram: 16GB SSD: 1TB Samsung EVO Cooling: Liquid OS: Windows 10 PRO lastest build ------------------------------ [BLAH BLAH STUFF] ----------------------------- I have been testing the limitations of the RIFT S and it has been a mixed bag of both amazement and utter disappointment. I hope by listing and explaining some of my issues the devs and possibly others facing the same issues might be able to find fixes or improvements so that we can all build a better and happier community. I'll do my best to give details that anyone can follow along with regardless of user level. [Issue 1: Video Error] When gaming for long periods a static or noise will appear briefly that looks similar to what you'd see from a dying HDMI cord. This is an issue reported in several other threads here and seems to be widespread. It doesn't happen often enough to be a true hindrance but it does seem like a symptom of what might be a much larger issue. There is no known fix and the copy-paste response from the oculus support team hasn't yielded any positive results. [Issue 2: Video Memory] POSSIBLY FIXED. While watching some VR films such as Wolves In The Walls I would get a crash and a VRAM error that, really doesn't make much sense. While 2060 does have less VRAM than some modern cards in its performance range, these aren't stress-test games and just simple videos. It was pretty consistent and happened about 4 times out of 10 launches. As of today, the newest nVidia driver update seems to have fixed the issue and I haven't had out even once out of an additional 10 launches. (I wasted so much time testing this, I have homework due that I am now behind on.. why do I do this) [Issue 3: Random performance] Oculus Home and the OVR services, in general, are resources hogs that seem to swing wide in how much they want to slow you down at times. It's pretty easy to observe if you launch the desktop monitor inside of the rift and just watch a detailed task manager view. You're not moving, nothing is really changing, but CPU performance and ram usage will spike for long periods before going back to normal. I have also noticed this accounts for VR game performance to be extremely unpredictable. Beat Saber will most of the time work at 1.5 SS with 8x MSAA but on occasion, the game will freeze entirely and jerk. Even at the lowest settings, the freezes will occur in the exact same way. Luckily for me, as beat saber is my favorite VR game, this performance issue is not super common and happens probably every 3/8 launches. Now when it comes to Steam VR even when using something like open composite, let's just say BIG OOOF. You can observe the game is a steady 80 fps through your monitor but the HMD will still freeze breaking immersion and just ruining a good time. Blade and Sorcery/Standout are the worst offenders of this in terms of standard Rift titles. 80FPS everything running great and bad. freeze and then fine. [Issue 4: Reloading guns] The two games I've had this the worst with are Duck Hunt and Standout. Trying to reload in these games is possible but you really have to find a sweet spot. Most of the time it is holding your hand somewhere that feels like it shouldn't work but ends up working great. When trying to cock the shot gun in Duck Hunt my hand usually just pulls away and same for Standout. It's like the controlled is confused on what my hand movement is doing even though my hands are away from the HMD. Also when it comes to aiming in Duck Hunt I've noticed the gun will sort of, swing. Like if you're looking down the sights you will have your VR hand move off to the right making you miss a shot. I haven't found a consistent sweet spot for this, but given the type of game, it is I'm not super worried about it as it is still perfectly playable. [issue 5: Controller battery life] We are going on day 4 of me having the Rift S and I shut everything down after use and even turn my PC off at night. I've probably logged a good 16 hours in total in those 4 days, but I am already getting "Lowe Battery" for the controllers. I bought some rechargeable from Walmart and I'm just hoping the standard batteries are absolute garbage because that's worse than my damn Gameboy color from the '90s. The difference being one let me catch pokemon while the other is just a controller that can vibrate. If these controllers manage to actually just drain battery life as they seem to from the ones they came with, batteries might actually be kind of costly.1.9KViews0likes4Comments