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Up and Coming
February 7, 2022

`GetAvailableDisplayFrequencies` Function Broken for XR API: "OVRPlugin OpenXR"

I am developing an Unreal Engine app for Quest and recently moved from the Oculus XR API, "Legacy OVRPlugin", to the XR API, "OVRPlugin OpenXR".

After moving to the"OVRPlugin OpenXR" XR API, the Oculus library function `GetAvailableDisplayFrequencies` just returns an empty array instead of a legitimate list of the possible display frequencies. 

I am still able to set the display rate with `SetDisplayFrequency`. I am just unable to check the available frequencies. It would be helpful if I was able to check the available frequencies so I could always choose the highest frame rate option from the list. (Although this may not usually be best practice, it is very necessary for my particular app.)

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    4 replies

    prozac
    Meta Employee
    February 8, 2022

    I encountered the same issue and reported it. The bug is fixed in an upcoming OVRPlugin release.

    MoveMusicAuthor
    Up and Coming
    February 8, 2022

    Great to hear!
    How did you report a bug by the way? Did you do that via the Support -> Contact Us web form at https://developer.oculus.com/support/ ?

    prozac
    Meta Employee
    February 8, 2022

    Yes, that is the best way to report a bug to Oculus support.

    New Participant
    May 20, 2024

    Apparently when submitting my app they asked for 72 Hz refresh rate for quest 2 but its too low for quest 3 and since get available frequencies is giving an empty array I have to hard code it on the minimum of 72 , I could go to 80 Hz easily but then I have to drop quest 2, Isn't there any way I could make it variable.