Oculus software detecting usb 3.0 as usb 2.0
The title should be self-explanatory; My oculus software is detecting my USB 3.0 cable(the Anker one that was recommended before the official link cable) and USB 3.0 port as USB 2.0. I've gone and tried to update my drivers, including uninstall/reinstall, to no avail. Any suggestions for a fix? For reference, both my Quest and PC are running the latest versions, and my PC is link compatible.108KViews3likes55CommentsThe "Why I Still Love My Oculus Rift CV1 in 2026" Thread
I've gotten slightly tired of repeating all the awesome stuff about the Oculus CV1 on Oculus Subreddit and in here - so why not try to collect all the great arguments for still using the Rift CV1 in a thread? 1. It's oled. Even with the oled mura (SPUD) Rift CV1 is still a lot darker than lcd hmds. It may not matter to all, and sure you can live just fine with lcd, but for those of us wanting to experience a really dark night in Skyrim, wanting to have true night vision in Saints and Sinners (and not constantly needing a flashlight) - and to enjoy all the very dark horror games - oled is still king. Although Rift CV1 and the original Vive aren't completely the same, they both use oled panels - and these results indicate differences in blackness comparing oled (Vive) and lcd (Index) hmds: "Black level in nits: Index: 0.153 Vive: under 0.02 with true blacks turned off via black smear compensation (default). Vive: 0 with true blacks turned on, black smear compensation disabled via running the headset in secondary display mode." https://www.reddit.com/r/ValveIndex/comments/c5sxu5/brightness_blackpoint_and_gamut_measurements_of/ In a few games, like Saints and Sinners - and Westworld Awekening - I found some very dark locations where I basically can see nothing using the Index (lcd), while I clearly can make out objects using Rift CV1. In those cases Rift CV1 provides true night vision, while lcd cannot show very poorly illuminated objects making everything vanish into a grey lcd-fog of pure nothingness 😉 That's probably why all the otherwise dark tunnels in Alyx are lit up with so many lamps, because you need light to create great blacks using lcd, and Alyx was made for lcd (Index). Also having oled or not in extremely dark games like Phantom Covert Ops is the difference of being able to see all the awesome tiny ripples and subtle reflections in the surface of the water or not. 2. Sound is second to none using the CV1, primarily the deep bass, thanks to the awesome Rift CV1 headphones. Even Index cannot provide the same bass as CV1 - at all. It's very easy to test. Try the song Embers in Pistol Whip and compare CV1 with whatever hmd you'd like. Even Index has close to no bass in that song, while the CV1 is simply perfect - the difference is close to day and night: Also the larger Oculus exclusive games took years to make, like Asgard's Wrath, Stormland, Defector and Medal of Honor: Above and Beyond. Although such games were launched when Rift-S and Quest 1-2 hmds were available, these games were primarily developed using Rift CV1 hmd. In short, if you do not use Rift CV1 for these games, you're not experiencing sound effects and music exactly like the devs intended. This may mean you're getting too much or too little bass, and that may affect immersion. Maybe casual gamers don't care about this and might even accept the extremely poor piped-audio quality of Rift-S and Quest hmds, but getting the optimal sound experience should matter to audiophiles and enthusiasts. 3. Rift CV1 Touch controllers are built like tanks. Using Oculus subreddit, the amount of photos showing broken Rift-S and Quest controllers are numerous, and there have been many statements about the poor quality of newer controllers, also including Valve Index controllers. The new Reverb G2 controllers do not get a lot of love too, but more due to design and weight distribution. Instead, old Touch are still considered the reference when it comes to quality, design and durability. Batteries may even last for months - while some never controllers (like for the Reverb G2) may eat up batteries like there's no tomorrow 😉 4. Tracking. Although having sensors is quite a hassle for those needing to set them up for each VR session, permanently placed sensors provide next to no inconvenience and provide a level of tracking probably only beaten by the base stations used for Vive and Index hmds. Having used the Valve Index for 19 months, I really do not notice much difference between CV1 and Index tracking, which is a testament to the awesome tracking provided by the CV1. Although CV1 isn't included here, Index tracking was scientifically measured to be extremely much better than what inside-out solutions provide: Results - tracking accuracy - lower scores are best (hint: Cosmos did not win ;)) https://forums.oculusvr.com/community/discussion/91998/mirror-mirror-on-the-wall-which-one-has-the-best-or-worst-tracking-of-them-all I would be very surprised if Rift CV1 is much worse than Index. Using Rift CV1 360 degrees tracking (needs at least 3 sensors) you can hold your hands on your back for as long as you'd like - you'll never lose tracking. And you can play in a totally dark room, you do not need any light for perfect tracking. Also kojack compared CV1 tracking here to both HP Reverb G2 and the Quest 2 - I hope he doesn't mind quoting him here: "Tracking seems fine on the (HP Reverb) G2, it just has way worse coverage. It's too easy to lose sight of the controllers below or near the headset. Hold your hands out in front and they seem ok. While moving around the WMR home scene, there's big panels to look up at and I kept the controllers at waist level. The laser pointers on the controllers made it obvious every time the position tracking dropped out when I tilted my head up a little. CV1 tracking is great, I prefer it to anything else. Q2 (Oculus Quest 2) tracking seems ok, but also has worse coverage than CV1. For example in Audica, if I try to throw the guns underarm from a resting position, they just release from my hands and float at my side, while on the CV1 they'd be thrown correctly." https://forums.oculusvr.com/community/discussion/91084/hp-reverb-g2-available-pre-orders-up-november-release-date-confirmed/p39 5. Using temporal antialiasing (TAA), which is used for DLSS, does not create a blurry image with the Rift CV1. Some may not be aware of this - and that's entirely plausible for those never having tried using an oled hmd. In games like for example MADiSON VR, Metro Awakening, Riven. Ark Park, Robinson the Journey, Asgard's Wrath and Stormland, enabling TAA or DLSS using a lcd hmd easily creates a very blurry image quality. Like having your eyes dropped with liquid butter - or something. Using TAA or DLSS with Rift CV1 you get super-sharp image quality, maybe due to the screen-door effect (SDE) fooling our brains to experience a holistic and sharp image by filling out the blanks (blanks = the black stripes between rows of lit pixels which essentially make up the SDE). Furthermore, compared to other kinds of antialiasing like MSAA, TAA or DLSS does not cost a lot of gpu performance. Having to replace TAA or DLSS with 4xMSAA (or worse) may provide ok-ish image quality by severely reducing frames per second (fps), especially when combined with high levels of super sampling (ss). 6. Some games profit from the SDE and reduced res of the Rift CV1. Although many are annoyed with the Rift CV1 due to the low res and especially the SDE, sometimes the SDE can be a friend. Using high res lcd hmds with tons of subpixels may provide clarity so far ahead of the Rift CV1 that there's really no comparison. Unfortunately such clarity may also reveal tons of flaws and shortcomings in many (older) VR games. Using high-res lcd hmds, low res textures may easily be spotted and may reduce immersion. The advantage of the Rift CV1 SDE may in many cases be like having scanlines in MAME games (MAME = Multiple Arcade Machine Emulator) - or just an interlaced image quality. Remember how some games looked on lcd monitors, when some of us switched from using CRT monitors (or TVs)? The difference in image quality using Rift CV1 or a newer high-res lcd hmd may easily be like: Image quality with scanlines (like CV1 SDE) Image quality with no scanlines (like modern high-res lcd hmds) There are many games where low-res textures look so much better thanks to the Rift CV1 SDE, while everything looks a lot more pixelated using high-res lcd hmds. Again a game like Phantom Covert Ops comes to mind - that game looks great using Rift CV1, but using Index you can easily see all the ugly low-res textures. Even a game like Arizona Sunshine looks so much better using Rift CV1 due to lack of jaggies and it's much harder to notice any low-res textures. One thing that amazed me in that game was the thorns on the cactus plants which looked very real using Rift CV1 ss 2.0, but using Index it's so easy to see the low-res 2D thorns on the plants which now looked incredibly fake and thereby broke the immersion. 7. Physical interpupillary distance (IPD) slider. With the Rift CV1 you do not just have one big panel like in Rift-S and Quest 2, but you have two separate oled panels. One for each eye that can be physically moved. This allows for simply perfect IPD adjustment (or close), covering IPDs from about 58 to 72 mm, probably only beaten by the original Vive hmds allowing for up to 73-74 mm. Rift S is more or less locked to 64 mm, while Quest 2 has three locked positions (58, 63 and 68 mm). 8. Comfort. This is a matter of individual preferences, but it's my impression that many still find the comfort of CV1 as second to none. Personally I do find CV1 comfort a lot better than the Valve Index, even though the Index is great. With the small weight of 470 grams and the way you wear the CV1 hmd, I rarely notice it's on my head when I'm using it. 9. Using high levels of super sampling, visual acuity may be a lot better than many persons seem to believe. Having tested the Rift CV1 with high levels of super sampling I found some quite surprising results. This is a comparison of how many meters you can go back from a text and still be able to read it - note that higher res provides increased ability to zoom out while still sharply seeing objects and textures: Rift CV1: Ss 1.0 = 4 meters Ss 2.0 = 6 meters Valve Index: Res 100 % = 4.5 meters Res 200 % = 6.5 meters Source: https://forums.oculusvr.com/community/discussion/91907/testhmd-fov-sde-res-super-sampling-the-rift-s-against-everything-else/p1 I consider these results quite amazing, and they prove that increasing levels of super sampling has a profound effect on Rift CV1 image quality. I've heard several CV1 users say that you don't benefit from more than ss levels 1.3 to maybe 1.5 using Rift CV1. That's why we need science and to test subjective experiences thoroughly. Properly testing the Rift CV1 there's even a noticeable difference comparing ss 2.0 and 2.5. Going from ss 2.0 to 2.5 will probably require a RTX 3080/3090 or better to get 90 fps in many games, and the difference between 2.0 and 2.5 is more subtle than going from 1.5 to 2.0. For many it may come as a great surprise that perceived sharpness and ability to read signs etc. (=visual acuity) may really not be much different using Rift CV1 ss 2.0 or Valve Index res 200% - even though persons subjectively may feel that the res is so much better using a lcd panel with tons of subpixels, like the Index. 10. Many games were made for oled hmds - thus using an oled hmd may be the only way to play these games "the way it's meant to be played". This is one issue I've become more and more aware of since I got the Index. Many games made for Rift CV1 simply don't feel "right" using other solutions than the Rift CV1. Chronos may be a nice example. Chronos plays nicely using the Valve Index, but even forcing res 200% I can still see some jaggies and pixel crawling. And the blacks, textures and colors are nice too, but seem to lack something here and there. Now, using the Rift CV1 ss 2.0 there's simply no doubt I get the vision the devs intended to provide. I no longer see jaggies, and blacks and colors look the way the should - and I no longer notice any textures I think would benefit from a slightly higher res. Same with Mage's Tale: using lcd many surfaces look fake, like made of melted plastic - gold surfaces look fake - but using Rift CV1 everything looks so much more real, even including the gold. In short, there are still many of reasons to love the old Rift CV1. Even if the competition is fierce these days, there are many games and apps where the old Rift CV1 stands tall and bows to no one. I've probably missed something - do let me know in a post below, if there're even more reasons to still love/like the Rift CV1! 🙂
83KViews27likes196CommentsCan'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 doSolved23KViews0likes12CommentsHow do I unlock the Bootloader of my Quest 2?
Hello there, First, I hope you had a great weekend. I would like to unlock the bootloader of my Oculus/Meta Quest 2 for rooting and debloating purposes. According to the Oculus Terms of Service, I would need special permissions from someone at Oculus/Meta to do this ("You will not use, copy, adapt, modify... except as expressly permitted by us or as permitted under applicable law".) Also, I would need a bootloader-unlocking code. Where am I able to get those permissions and where can I get the unlocking code? By the way, yes, I am aware that unlocking the Quest 2's bootloader isn't recommended and I am probably going to lose my warranty. Thank you very much for your time and have a nice day. Cheers!18KViews0likes35CommentsPTC for Quest v.37
The Public Test Channel (PTC) for Quest and Quest 2 v.37 is starting to roll out, let's use this thread for collecting feedback on it. Share your impressions, and let us know if you see any issues. Please make sure to also send in bug reports as well if you notice anything. If there are release notes to share ahead of time, I'll update this post with them. Also, if any known issues appear, I'll add them here as well with troubleshooting steps if needed.17KViews7likes58CommentsQuest Public Test Channel (PTC) Is Rolling Out Now!
Quest Public Test Channel (PTC) is an early access program for Oculus Quest software releases. By signing up, you can get early access to the unreleased software version ahead of the public release. To learn more about Oculus Quest PTC check out the support page. To sign up for Quest PTC follow these steps: Make sure your Oculus Mobile app is v136 or later. From the Oculus mobile app, tap Devices at the bottom right. Under Headset Settings, tap Advanced Settings. Tap the toggle next to Public Test Channel to try to join Quest PTC. Please note: Quest PTC will only be available for a limited number of participants, if the toggle is disabled, Quest PTC is currently full and not available to join. Quest PTC is offered on a first-come, first-served basis. We currently do not have a waitlist, so please check back at a later time if you’re unable to sign up. Currently, Oculus Quest software does not have the ability to roll back to a previous software version release. If you remove yourself from Quest PTC, your device will remain on the Quest PTC software version until the next Oculus public software version release.17KViews6likes12CommentsQuest build v32 release notes
These features and enhancements will become available starting the week of 8/23/2021. Oculus Move We’ve updated the Daily Move goals to Weekly Goals to better fit into your schedule. When you open Oculus Move, we’ll prompt you to select a new weekly goal based on your calories and minutes combined. Your Move Calendar view will now show your progress against your weekly goals. We’ve adjusted the Light, Moderate, and High calorie and Move Minute targets. When you’re done working out, you now have the option to share your workout stats directly from Oculus Move to your Facebook timeline, Groups, and Messenger. If you haven’t used Oculus Move yet, you can find it in the (apps icon) section of your menu bar. You can also learn more about Oculus Move on the apps page of our support site. Please note that all Oculus Move features are being rolled out progressively over time and may not initially be available for all users. Messenger You won’t have to choose between viewing your Oculus friends or your Facebook friends as they’ll all show up in a single list under the People tab in Messenger. However, your Facebook and Oculus friend will still be separate, which means that Oculus friends can’t see your Facebook profile or activity unless you separately add them as friends on Facebook. Please note that this Messenger feature is being rolled out progressively over time and may not initially be available for all users. We’ve added a new chat settings panel that allows you to view info about the chat thread and take additional actions in group threads. These actions include the ability to leave the chat, view the members in the chat, and rename the chat thread. App Gifting You can now send gifts to your friends and family directly from your headset, without leaving VR. Simply find the app you want to gift in the app store, select the (three dot icon) menu, then choose Buy for a friend. Learn more about gifting apps on our support site. Media Files Sync You can now automatically sync images and videos that you capture in-VR to your mobile device through the Oculus mobile app. Learn how to sync files between your headset and mobile app on the Oculus Support Site. Experimental Multitasking We’ve added new UI animations to Multitasking to make certain actions appear smoother. Please note this will only be available for users who turn on Multitasking in the Experimental Features section of Settings. Permissions We’ve improved and simplified the process for editing and updating permissions preferences by adding on/off toggles directly to the permissions tablet. Notifications We’ve improved the utility of many in-VR notifications by adding action buttons that allow you to take action directly from the notification itself. You can always find our release notes up to date on our support page here as well.8.7KViews2likes30CommentsPTC for Quest v.35
The Public Test Channel (PTC) for Quest and Quest 2 v35 is available, let's use this thread for collecting feedback on it. Share your impressions, and let us know if you see any issues. Please make sure to also send in bug reports as well if you notice anything. When release notes for v35 are ready to share, I'll update this post with them. Also, if any known issues appear, I'll add them here as well with troubleshooting steps if needed.6.4KViews4likes12CommentsMeta Horizon Link app does not show beta tab in settings
I just recently got a new computer and had to reinstall the meta horizon link app and it no longer shows me the privacy, payment, or beta tab in the settings menu. I am still using the same exact account as I did on my old computer. I have turned on the public test channel in app, and everything is updated. I have already checked to confirm that I am still signed up as a developer and that I am verified. Not sure why these settings are no longer available to me, please let me know what I can do to rectify this issue!3KViews12likes46CommentsNew Quest 3 locked on software update, impossible to fix.
Hi guys, I bought my first Quest 3 today. When I turned it on, it started a software update but it gets stuck there — the device keeps turning on and off without completing the update, and I can’t get past that screen. I haven’t even set up my Meta Horizon account yet, and since I didn’t purchase my Quest 3 through the official Meta store, when I try to enter my device’s serial number on the website it gives me an error. I tried doing the sideload update (the only fix I found on the internet) by holding the volume down and power buttons on the Quest 3. But when I select my device in the browser, I get a message saying: “your device is not supported, please try reconnecting your devices.” Weird cause both my PC and Chrome are detecting it as Quest 3. I also tried disabling adblock, deleting caché and cookies, incognito mode, other browsers, other PCs, other cables, connecting it on different times, etc. There is not a single thing I haven't tried. (Every single one of these attempts were done while having 50% battery. There’s nothing else I can do, literally — I’ve already tried factory reset several times as well. Do I need to return my device? I'm submitting this post so support can help me. I'm quite desperate, I don't see my issue anywhere on google and I spoke to support via Whatsapp and everything they told me to try, I already had.2.1KViews1like10Comments