A rant, a rant, my kingdom for a rant!
Sorry about this rant. I just need to vent. Was setting up and testing my Steam VR tracking lighthouses to see if they would allow me to use my Quest 2 without having to turn on all the lights. I think it will work, but wasn't entirely sure anymore. Signs pointed to this being the case, so good news. Anyway, I had the Quest 2 plugged into my computer via the official Link Cable. Yes, I know there are cheaper ones. But when I bought it last year I did research, and it was the highest build quality of the known "this works with Oculus Link" usb-c cables. This was before Link was improved to work with lower quality cables too. I've been getting good use out of the cable too. Anyway, while I was finishing up my tests my social worker showed up for a weekly check-in. And Fumblefoot McGee (not his actual name) couldn't grasp the concept of "lift your feet, there's a cord running across the floor". Even after I mentioned this fact to him. He SAW the cable, pointed it out and asked about it, and still tripped over the link cable while I was putting something away. So imagine my horror when he asks "Is this suppose to bend" while holding up the jack that had been plugged into the computer. The connector was sitting at a 45 degree angle, which it's NOT suppose to be doing. He then asks "Can it be bent back into position?" I immediately told him the answer was no. Instead I hear "Here, let me try... oops?" He broke off the connector entirely. That was the $80 official Link Cable he just ruined. AARRRRRGH! I don't have that kind of money on me right now. Or enough for one of the cheaper cables Amazon sells. I also don't have "clumsy idiot" insurance. Okay, fine. I can deal with this. I have other USB-C cables. None long enough for roomscale VR though. Which means I'll have to move my tower back over near the router so I can use Air Link again. Gork gram clumsy oaf! Arrgh!2.5KViews2likes5CommentsCross-Platform Advice / Guidance
Hi, I'm currently building VR projects in Unity3D and I realize that an Android build is needed for the Quest, while a PC build supports the Rift and other tethered devices; is there a best place to start if I'd like to build projects that eventually support the Quest, Rift, and Steam platforms? I'm aware of SteamVR, OpenVR, and Oculus Integration asset, I'd like to stay organized with my approach, and any advice is appreciated? Additionally, for headsets like PSVR and Samsung Odyssey, is there a preferred approach that optimizes cross-platformability and adopts a "work smarter, not harder" methodology so that precious development hours aren't unnecessarily misallocated for optimal productivity? Thanks and take care586Views2likes0CommentsOculus 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?1.1KViews2likes1CommentUnity Editor freezing on window-focus changes in OculusVR 1.17
While Oculus VR Runtime Service is running (in Windows Services), changing focus between Editor windows in any Unity project is followed by a 4-10 second freeze of all input. The sessions appear to be affected regardless size/complexity/version, as I tested on 3 different versions with 3 different active projects and 3 new empty projects (6 total tests) It seems to only be when you change between windows in the Unity Editor. If you stay in one window, it's able to run smoothly. Are there any solutions out there to this? It's as close to blocking as a blocker can be. It may also be related to the latest Windows 10 update, since I received both between sessions of Unity work. But, if I stop OVR Runtime Service, it works like a dream. Thanks for the help!9.4KViews1like43CommentsHow to handle scene loading in Unity like when using SteamVR (compositor)
I'm currently evaluating how feasible adding a native Oculus SDK version of Holodance is and the greatest challenge I see so far is porting our approach to loading scenes over. The way we currently do this is based on Valve's SteamVR_LoadLevel example. In a nutshell: Set the skybox for the compositor, set a load texture in front of the player in the compositor, fade the game to the compositor, once that is done, stop rendering to VR (because the player now only sees what's in the compositor), start loading the scene and wait until it's done, do other things that could cause hiccups like prewarming shaders and a garbage collection round, start rendering to VR, fade back in. Play. In addition to what the standard SteamVR_LoadLevel does, we render a preview of the level that is being loaded, with some text and a progress bar using Unity UI, into a RenderTexture that we also show and update on changes in the compositor. Also, to make things a little more fancy, we have several textures on quads to have our logo in 3D on several planes. Theoretically we could even animate those planes but Unity does have some hiccups while loading levels (even when using async and additive), so we don't do this. Reviewing the API provided by Oculus Utilities for Unity 5.x, it seems that one class we could use is OVROverlay. Putting the texture to the right position is simply by using the Transform location and mesh primitive, right? Then, there's OVRScreenFade, which lets us fade ... but only to a color. So ... it seems there are two things missing: How can we fade full to the compositor and stop rendering to VR while we are doing things what would cause framedrops? When using SteamVR / OpenVR, this is done by calling CVRCompositor.SuspendRendering(true).Solved12KViews1like18CommentsQuest 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 pavlov33KViews1like29CommentsSteam 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.Solved114KViews1like26Comments