Eye Tracking with Meta Quest Link
Hello everyone! I am trying to trigger eye tracking via Unity directly in the Unity Editor with Meta Quest Pro. When I build an apk, eye tracking works. But it doesn't work via Meta Quest Link. I have read repeatedly over the last few weeks that there have been problems with Quest Link. I wanted to ask if anyone has recently been able to implement a project in which eye tracking worked via Meta Quest Link and what tools were used. I have already read that ALVR via SteamVR is an option for transferring eye-tracking data, but I had problems with the packages. (My understanding is that you then need the SteamVR package and XR Interaction Toolkit instead of the Meta All-In-One SDK). As a side topic, another question would be whether it is currently normal for passthrough transmission on the Quest Pro to be very slow with the current Quest Link version, but to work normally with the Quest 3. My preference would actually be to do everything with the Meta Quest Link connection and the Meta Quest All-In-One SDK. However, if passthrough and eye tracking don't work via Quest Link, a solution with SteamVR may be necessary. Thank you for taking the time to read this. I would appreciate any tips.34Views0likes0CommentsSteam vr stutter
Ever since I updated to version 81, whenever I connect my headset to the PC via Link cable, the FPS in SteamVR games keeps going up and down and won’t stay stable — even though the GPU headroom in the Link Debug Tool shows around 60%. However, in games that don’t use SteamVR, everything runs smoothly just like before. What could be causing this issue?343Views1like10CommentsIssue: Quest 3 controllers always fall back to “Oculus Touch Legacy” in SteamVR games
Hi everyone, I recently switched to a new Meta Quest 3 from meta warranty services, i continue to use my same Touch Pro controllers and I’ve been stuck with a very frustrating issue: In the SteamVR menu / dashboard, the controllers show up correctly as Quest 3 Touch Plus (blue laser, correct 3D model). But the moment I launch any SteamVR game, SteamVR switches them to “Oculus Touch Legacy Bindings”. In-game, the controllers look wrong (smaller, with tracking rings, purple lasers) and are miscalibrated (like held backwards in Paradiddle, drumsticks pointing the wrong way). With my previous Quest 3 on the same PC, everything worked perfectly out of the box (no tweaking, games launched fine with the right bindings). --- What I’ve already tried (nothing worked so far): Full factory reset of Quest 3, complete clean reinstall of SteamVR and Oculus PC app, deleted every config folder and registry keys (AppData\Local\openvr, Steam\config, Roaming\SteamVR, Oculus folders, etc.). Tested both SteamVR Stable and SteamVR Beta. Stable → no oculus_touch_plus profiles exist → always falls back to legacy. Beta → includes Touch Plus profiles, but some games won’t even launch properly. Manually added custom bindings_oculus_touch_plus.json and oculus_touch_plus_profile.json into SteamVR\drivers\oculus\resources\input\ and Steam\config\input\. → SteamVR still insists on using Legacy inside games. Disabled SteamVR Home, disabled Steam Input (globally and per-game). Tried forcing Oculus runtime (-vrmode oculus / -oculus) in launch options. → Works only for some Unity/Unreal titles, not for all. Confirmed in SteamVR Developer > Input Debugger → games always load oculus_touch (legacy), never oculus_touch_plus. --- Summary SteamVR Stable right now does not ship oculus_touch_plus bindings. My old Quest 3 worked perfectly (must have been on a version where they were included). My new Quest 3 is stuck in Legacy mode for all games → broken calibration and wrong models. Only way it works correctly is launching games via Meta Link library or Virtual Desktop (bypassing SteamVR). --- What I need help with Is there a way to force SteamVR Stable to always use oculus_touch_plus globally for Quest 3? Or is this simply a bug/missing feature in the current Stable build of SteamVR? Has anyone else solved this without being stuck on Beta (where some games won’t launch)? Thanks a lot — this issue has been driving me crazy because my previous Quest 3 worked flawlessly, but the new one refuses to use the right controller profile. ---142Views0likes0CommentsOculus Link Steam VR degraded image
Hello, I have a Quest 2 that works very well in its menu and games. But once I launch a game on Steam VR, after 20 minutes of playing, blurred lines appear and it is impossible to remove them... When the lines appear, my game works very well, I have no FPS bugs, it runs well, just the image is disgusting. (I play on oculus link)22Views0likes1CommentSteam VR not launching in my headset (quest 2 )
I have been using air link to play PC games with my quest 2 for a while now. I used to be able to simply click on steam VR while using desktop mode in air link then the application will launch and I'm good to go. But now I cannot. Once I'm in the air link and I select steam VR it does not launch the application in my headset directly, I can see steam VR home on my desktop and I can even see my controllers moving. But when I look into my headset all I see is the oculus home and no steam application is being projected into my headset. Steam VR even says it detects my headset and controllers but it won't launch into my headset.Solved111KViews1like26CommentsQuest 3 No longer works on PC VR, and is COMPETELY BROKEN
so a few days ago I changed the OpenXR on my main PC to Oculus from Windows MixedReality just to get pavlov vr running, and ever since I did that it has completely broken my PC VR, now in standalone mode the Quest 3 works completely fine with no issues what so ever but once its linked to the PC all the problems start to come out. im going to list the major issues with it below and someone PLEASE tell me how I can fix this, im also going to list the fixes ive tried. -------ISSUES-------- 1. the main way I know how the VR is going to break is when I first start up Quest Link on PC and im in the menu on the quest 3, framerate is a little choppy, and the controllers have an issue with tracking, for example if I swing and stop with the controller in my hand, my VR hand will go flying and then fly back to where my controller is. 2. SteamVR, when going into steamVR everything works fine, keep in mind this ONLY WORKS FINE in SteamVR Home. When I open a Game my screen will go black saying its loading the game, it will then cut to the SteamVR loading screen, it has never gone black before, then on my PC it will Load the game but not on the headset, my FPS will dip into the 10s, while the FrameRate is still awful it ill load into my headset and LAG awfully while only displaying a tiny screen of what my PC does. 3. Sometimes when I open a game in steamVR the loading screen will Freeze and when i move around in the vr the same image will follow my headset to where im looking, best example I can compare this to is if you hold up a piece of paper to your eyes and move around as that paper is still in front of you, is also does that for the problem is listed above too. and when that happens it will also do it in the oculus link home too. ---FIXES IVE TRIED--- 1. Factory Restarting the headset. 2. hooking it up to my laptop (has the same issue but I didnt change anything on there) 3. going into beta mode on both Steam and Oculus Link 4. Clearing my download Cashe 5. uninstalling and repairing both SteamVR and Oculus link 6. going into the windows registry editor and changing the OpenXR\1 back too WindowsMixedReality from having it as Oculus or Steam. 7. Moving the install folder of Steam VR and Oculus so it has a fresh start. 8. going back and changing everything back to what it was before I went to change it just to play pavlov31KViews1like29CommentsOculus hand tracking palm menu is automatically resetting position and orientation in Unreal Engine
I have a PCVR UE 5.4 project where we align the Quest to a physical location. We recently started using the new SteamLink app in order to stream from the PC to the headset after the latest beta update which added initial support for hand tracking over SteamLink. The issue is that after we start streaming and align the HMD to the physical location we put the HMD on and everything works except that the moment the user looks at their palms and the built in oculus palm menu appears it immediately resets the HMD position and orientation undoing the alignment. I have tested it in the SteamVR home and it does not happen, everything works as intended but when in an unreal project your position and orientation are reset the moment the Oculus Palm menu appears for the first time. Important note, the tracking type is set to stage and we are using the OpenXR runtime and hand-tracking in SteamVR over SteamLink. Has anyone else run into this particular issue? Any clue what might be causing it?1.1KViews2likes1CommentRetrieve a list of Games in user's Oculus Library?
hi, I've been working on a Discord Bot to help users find other users in the same discord server that own a specified game (an LFG bot) So far I've only implemented this with steam, and by popular demand, I'm now investigating if i can add the meta game library to the bot. On steam, The user logs into their steam account and the bot remembers their user ID and retrieves a list of all the games they have in their library Is it possible to do this with Meta and the Oculus library?539Views0likes0CommentsCan I use Oculus Quest 2 PC link mode for SteamVR development?
Hi, I want to develop content for Vive pro and Vive Cosmos but I don't really want to buy them because I plan to get a Oculus Q2 Can I develop and test SteamVR content for VIVE and use Oculus in the development for testing? Will it cause any problems? for example Key bindings? I would be very grateful if you could help me with this! Thanks!Solved6.9KViews0likes5Comments