Quest 3 - Airlink freezing and stuttering/shaking after any small movements
I've recently bought a Quest 3 and it works fine in most games, however a couple of them seem to have a constant issue: After about 5-10 minutes of comfortable playing through Airlink the game would suddenly freeze and, upon waking up, the tracking becomes very shaky and extremely sensitive to the smallest of movements. Turning the headset off and on temporarily fixes the problem, but after a few seconds the image freezes again at which point the problem repeats up until the game is restarted. Turning off Asynchronous Spacewarp in the debug tool seemed to have fixed the issue completely in TWD Saints & Sinners, however it is still occuring in Into the Radius regardless if ASW is turned off or not23KViews5likes36CommentsFrequent micro stuttering in Meta Quest 3
Hello, I've owned a Meta Quest 3 for a few days now. Since yesterday, I've noticed a "micro stuterring" problem that appears when I use the headset in standalone mode. This is the same problem described by pan.c.kaplanis and Renegade_R in this topic (see page 2 and following) : https://communityforums.atmeta.com/t5/VR-Experiences/Some-Quest-3-standalone-games-are-lagging-stuttering/td-p/1100483/highlight/true/page/2 Nevertheless, I'm making a new topic because the previous one was initially about Beat Saber (but it's been diverted to Home), and because the problem is marked "Solved" whereas it's not solved at all in my case. Problem description: In the Home application and standalone games, at certain moments, for example when I crouch or strafe from right to left, "micro stutters" appear. This is very visible on the Home application interface, but you can see it by looking at the background too. It's as if for a very short moment (1 frame) the position of the headset shifts, giving the impression that the image is hopping, before returning to its initial position. It happens very quickly, and the shift is not huge. Nevertheless, the repetition of the phenomenon makes it noticeable. The problem appears when I crouch or strafe to the sides. It doesn't appear every time I do these movements, but it happens regularly. I have the impression that micro stutters appear more often when I'm pointing at something with the controller, and/or when the boundary walls are displayed. The problem is extremely noticeable on nearby objects, but it also affects distant scenery. Unfortunately, when recording video, the problem simply doesn't appear, or appears too subtly. In any case, I'm not able to perceive it on video. I'm convinced that this problem wasn't present 3 days ago when I unpacked my helmet. I think it appeared with upgrade v59 as I found other reports of stuterring appearing at that time. I'm now on upgrade v60 but the problem persists. It's annoying because using the headset is generally smooth, but these micro stutters are so recurrent that they're ruining my life in Quest 3. Incidentally, I have the impression that the problem is also present in PCVR with the Link cable. I have the impression of seeing these micro stutters when I crouch in Half Life Alyx. But here I'm less sure, because I know that in PCVR, problems can come from many places. I really hope that an origin for this problem can be found, as all the posts I see on the net suggest that the problem appeared with update v59 and hasn't been fixed since. I can hardly use the headset at the moment, as this problem is really getting on my nerves.Solved20KViews1like22CommentsQuest Link via cable low performance after update
I'm really upset with the performance of Quest software nowadays. I was playing Alyx, Metro and Beat Saber a while ago with zero issues (recommended settings and 600mb bitrate on debug). For some reason, after some updates, I'm getting unplayable stutters even on the Link menu while using the headset. Nothing changed on my hardware. I'm still playing all my flat games on 2k with high fps, so why they reduced my recommended settings and I'm getting really bad fps even on 0.7x? RTX 3080, RYZEN 9 6900HX, 32GB RAM, WIRED LINK 3.2 GBPS71Views1like0Comments360 video player stuttering after OS update
A couple of years ago I developed an app made for Quest 2, which showed some high quality 360 videos. Together with one of the latest OS updates, came some sort of graphical glitch (mainly stuttering). Specifically, it appears while the 360 videos are playing. The videos are played with a VideoPlayer that renders them on a render texture in the correct resolution. This specific render texture is used as texture for a skybox material I added to the scene. The videos are 8192x4096 and follow the Meta guidelines . I'm currently working with Unity 2022.3.3f1 , but I'm updating it soon to the latest LTS. I'm also using the settings as suggested by the Oculus Integration Plugin. Given that the issue started showing up after a Meta software update, my best guess would be that I need to update something in the quality settings, but I haven't found any solution yet. I also tried to build an older version of my app, from a year ago, when there was no stuttering, but the issue now appears also in that version. I'll be happy to share any further information and thanks in advance for the help!1.1KViews2likes0CommentsQuest 2 frame stutter when woke from sleep-mode
This bug (apparent frame loss or stale frames) is peculiar as it appears randomly when a game is first loaded, or on the condition when the Quest two is woken from standby/sleep mode and loads back into a game. Even more strangely, opening and closing the Oculus menu completely fixes the issue (menu button on the right controller). Specifically, for anywhere from 5 seconds to a few minutes after starting the game, a peculiar frame stutter becomes apparent when the player camera is moving quickly. Opening and closing the Oculus menu makes the bug go away 100% of the time, but putting the Quest 2 into standby mode and turning it back on causes the bug to reappear. The problem appears to eventually fix itself and the frames become smooth again, but it will come back if sleep mode occurs.1KViews1like1CommentQuest Build Stuttering + Peripherals Black after Oculus Update ( Unity )
Hello. I am using Unity 2019.3.15 to create a Quest build. I'm new to this. But I have meticulously followed all the suggested configurations and settings before proceeding with programming. After practicing on smaller stuff and after 3 full days of starting and then realizing I needed to start over, I got everything finally working smoothly. As I work, I test the build by staying connected to my PC via USB and via Link. Then sometimes I build to the headset just to double check everything. I was happy with my build and even tested basic functions on friends and family. Everything was working perfectly but then Oculus pushed an update through and then my next build became stutter/juddery. The field of view is also much smaller. The only changes I made in Unity were to the UI, the audio and to some capsule colliders for improvements so I don't know what could possibly be the problem. I was confused about the update because I'm almost certain that I already did an update a short time ago. One for desktop software, and maybe twice for my headset. Could it be that because I am building via Link connection that it's causing a problem with my Quest build? Please help, I was supposed to present today and now I'm stuck. More details about my scene... I have 2 video clips that play on awake in different locations of the scene embedded into screen models as textures. Basic terrain with a few trees painted with Poly brush. VERY minimal animated characters for atmosphere. I don't have a very good understanding of shaders and textures so I wonder if, I've used some incompatible asset or something.769Views0likes0CommentsLow poly-count indoor scene with performance issues while looking outside the room (weird pattern)
Hey there, Sorry, couldn't make a good title for this long post. To start, I have a discussion (https://forums.oculusvr.com/community/discussion/62088/experiencing-some-lags-stutter-in-games-apps-laptop-gtx-1060-is-hardware-the-problem#latest), that explains my problems while playing the Oculus Home app and Robo Recall. The lags/stuttering do not make them unplayable but is noticeable. The takeaway could be that my hardware is, in fact, the problem. Here's the build (if you didn't see in the other post): It's a Laptop i7 7700 HQ 2.8 GHz 32 GB RAM GTX1060 GPU headset pluged in usb 3.0 (but says 2.0) - using an usb 3.0 extension because the usb close to the HDMI is under an Asmedia controller with compatibility issues 1 sensor in usb 3.0 1 sensor in usb 2.0 it was expensive (I'm in Brazil) Secondly, what I've already tried: Set windows settings to performance over quality Disabled USB power saving in windows settings Went to Devices panel and turned off USB power saving option in every USB device possible Disabled windows defender while playing/working (I have no other anti-virus) I have no recording apps or anything with overlay issues that I've read about Disabled game overlay in GeForce Experience Set performance option in Nvidia Cotrol panel Now talking about Rift and Unity. I read about performance and optimizations and first I have to say that I did nothing about that in this scene that I'm going to show. I wanted to understand the need for optimization before optimizing. In unity docs they say you can get away with from 1 to 2 million vertices in view. I setup a scene with a maximum of 56k vertices in view. Why? Because I had one with 250k max and the stuttering was really noticeable, so I did cut a lot of heavy things. So how the scene is setup? Unity 2017.3.1f1 Only baked ligthmap No realtime shadows, because no realtime lights 1 non-directional lightmap of 4096x4096 (better than many of 1024x1024?) Forward rendering - tried with deferred too, with the same result Stereo rendering mode - tried single pass and multi pass, with the same result Two baked reflection probes (box projection) 6 point lights (baked) 1 directional light (baked) Camera (center eye anchor in a OVRCameraRig prefab) - not using Skybox No atlas for the textures used (the ground and one wall paper on the wall) - image below Too many materials? Lighting settings: Player settings: Here tried GPU Skinning, Graphics Jobs, with same results. Model hierarchy: The selected object has a mesh renderer as it's children. (the grouping can affect batching?) So, let's see the problem in video. I have three in youtube (linked below) In Unity without the profiler (with stats): https://youtu.be/-RjO3wu6l3Y In Unity with the profiler (with stats): https://youtu.be/lq7bQodU_Ho With a build (Fantastic quality) https://youtu.be/umb17rUJCOk I tried with lower quality, but the problem persist. When I crouch and stand up it happens too (simulating the pattern shown in the videos above). No problems when the view is restricted inside the room. When I look "outside" through the glass door (transparent material with reflections) the problem occurs. Disabled Static and Dynamic Batching once to see what happened, and the stutter happened on the glass door, instead of when moving the head to face the table. I read that the unity Skybox is a problem. I supose I'm not using it. I really want to understand what is going on here, before I try to optimize without knowing what to. Again, too low-end hardware?1.2KViews0likes1Comment