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Quest / Go Build 17.0 Release Notes

ShowbizDonkeyShowbizDonkey Posts: 274 Oculus Staff
edited June 1 in Oculus Quest
Update 6/1/2020 - The team noticed some confusion around voice dictation and voice commands in these release notes. We have now added separate sections for Voice Dictation and Voice Commands to help differentiate between the two and better clarify the latest updates on each

---

All of these features and enhancements will become available throughout the week of 5/18/20

Guardian

  • Guardian can now detect objects in your Roomscale playspace during setup.
    • If an object is detected, Guardian will encourage you to remove the object from your playspace.
    • If you can’t remove the object, Guardian will make you aware of it to help you create a safer playspace.
  • When you glance down at the floor in-VR, you’ll have to option to see the floor bounds for Guardian.
    • To enable this feature, select Settings > Guardian > Glanceable Boundary

Social Reporting
  • We’ve made usability improvements to the in-VR reporting flow

Oculus Store
  • You can now search for bundles in the Oculus Store.
    • Please note that this change is an experiment that only a percentage of users will see.

Casting/Live Streaming
  • You can now toggle the red dot indicator (which indicates you’re casting, recording video, or live streaming) on or off.
  • To do this, go to Settings > Device > Video Capture Indicator.

Hand Tracking
  • Hand tracking for Oculus Quest is moving out of the Experimental Features section and into general release. Learn more about hand tracking.

Sharing
  • We’ve made it easier to share the photos and videos you capture in-VR to Facebook or Messenger. Now, right after you capture a photo or video you’ll see a large preview of your capture. You can then press the Oculus button to view sharing options.
Voice Dictation
  • Voice Dictation is moving out of the Experimental Features section and into general release.
  • To type faster in VR using speech-to-text dictation, select the microphone icon on the Oculus keyboard.
    • Please note: This feature is currently limited to English speakers in the US.
Voice Commands
  • We’ve made general improvements to the Voice Commands beta feature.
  • Voice Commands can now be used within apps, games, and other immersive experiences.
  • The settings for Voice Commands can be adjusted by selecting Settings > Device > Voice Commands.
    • Please note that this feature is still in beta and may only be available to a percentage of users at this time.
Fixes
  • Fixed a bug that sometimes caused the view to freeze upon using the headset for the first time after a long period of inactivity.
  • Fixed a bug that sometimes caused the Virtual Environments menu to incorrectly show the “No Internet Connection” error message when selected.
  • Fixed a bug that sometimes caused the ‘Free’ button to remain on an app’s store page after previously selecting it rather than showing the download progress.
  • Fixed a bug that sometimes caused the artwork for apps to appear as blank tiles in users’ libraries.
  • Fixed the design of Guardian boundaries during the confirmation step to align with the initial animation.
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Comments

  • dburnedburne Posts: 3,539 Valuable Player
    I then will look forward to getting the update maybe by next week...
    ;)
    Don

    EVGA Z390 Dark MB | I9 9900k| EVGA 2080Ti FTW3 Ultra |32 GB G Skill 3200 cl14 ram | Warthog Throttle | VKB Gunfighter Pro/MCG Pro grip | Crosswind Pedals | EVGA DG 87 Case| Rift S | Quest |
  • BurritoSOFTBurritoSOFT Posts: 1
    NerveGear
    Pretty pog update! Can't wait for the guardian color changing too. With this playspace scan I won't bump into my tripod and the glance feature is neat because I always have had to turn on the Passthrough cameras or put my hand through to see the floor bounds.
  • EiinGeeeLEiinGeeeL Posts: 4
    NerveGear
    I just try to explain my problem in english, sorry cause my bad language.

    I dont like one thing of hand tracking, because of that, sometimes I dissable that option. When I am waching a youtube video or a movie in oculus browser (totally legal xd), the menu doesn't disappear.
    I explain, when I use the touch controler, that grey menu disappear correctly when I put my touchs on the table, but when I have the hand tracking ON, my oculus detect my hands (all good) BUT, when I put down my hands in my chair or my bed, the menu of oculus browser still there, instead, sometimes, when I have my hand under my sheets, the guardian appear buggy a lot of times when Im not touching it.

    SO PLEASE. With the release of the hand tacking, give a possibility to disable that option. THANK YOU! <3
  • dburnedburne Posts: 3,539 Valuable Player
    Any plans to add support for hand tracking with Quest via Link? Or even Rift S at some point?
    Don

    EVGA Z390 Dark MB | I9 9900k| EVGA 2080Ti FTW3 Ultra |32 GB G Skill 3200 cl14 ram | Warthog Throttle | VKB Gunfighter Pro/MCG Pro grip | Crosswind Pedals | EVGA DG 87 Case| Rift S | Quest |
  • jpaulw2jpaulw2 Posts: 1
    NerveGear
    edited May 19
    dburne said:
    Any plans to add support for hand tracking with Quest via Link? Or even Rift S at some point?
    I'm under the impression that they intend to take a look at the user feedback from the Quest implementation, then they'll consider adding it for Rift S if the feedback is good. I wouldn't imagine any PC VR games would roll out support for it until the Rift S supports it, at which point it would probably just work for Quest/Link. Although they have sold more Quests recently so you never know which might get supported first. But keep in mind this is on a game-by-game basis whether or not the developer decides to implement it.

    The implementation should be made easier in the future on SteamVR games because they're making their skeletal tracking system accessable across all devices.
  • Beefman2008Beefman2008 Posts: 2
    NerveGear
    Can I just get the update right now I want my boundary purple and my beat saber better and my hand tracking apps with those sales please just let me update know please thank you and happy 1st birthday quest and rift s!
  • dburnedburne Posts: 3,539 Valuable Player
    Can I just get the update right now I want my boundary purple and my beat saber better and my hand tracking apps with those sales please just let me update know please thank you and happy 1st birthday quest and rift s!
    Lol you gotta just wait for Oculus to get it pushed out to ya.
    I am usually among the last to get it, around a week after announcement.
    Don

    EVGA Z390 Dark MB | I9 9900k| EVGA 2080Ti FTW3 Ultra |32 GB G Skill 3200 cl14 ram | Warthog Throttle | VKB Gunfighter Pro/MCG Pro grip | Crosswind Pedals | EVGA DG 87 Case| Rift S | Quest |
  • Beefman2008Beefman2008 Posts: 2
    NerveGear
    edited May 20
    can you let us costimize our boundery color now please i want purple!
  • TomCgcmfcTomCgcmfc Posts: 2,158 Valuable Player
    edited May 20
    can you let us costimize our boundery color now please i want purple!
    Maybe try holding your breath till you turn purple, lol!

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd.  Asus  ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/controllers, Quest w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).

  • AnonMomAnonMom Posts: 18
    Brain Burst
    My link isn't working for usb 3.0 since the update. It worked before, but now it reads it as usb 2.0. Anyone else?
  • TomCgcmfcTomCgcmfc Posts: 2,158 Valuable Player
    Just got v17 on my Quest today.  I'm not currently using Link right now since my Rift cv1 continues to work a bit better than Link so I cannot comment on that.  I'm mainly using it wireless with Virtual Desktop and/or standalone Mobile.  All seems to be working fine.  Also, I have not tried hand tracking yet because it does not appeal to me right now.  Maybe later if I get bored, or some good games start to incorporate it.

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd.  Asus  ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/controllers, Quest w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).

  • jseamsjseams Posts: 84
    Hiro Protagonist
    Ok, maybe "stupid question" time for me.

    V17 finally pushed to me. Download went fine and on restart none of the upgraded option were showing up... not too unusual, I guess. The normal solution is to power down/restart the device (sometimes multiple times). I did this and on the first restart the new glanceable guardian boundary option appeared - works fine. However, I noticed that hand tracking is still an option in Experimental Features - the notes above say it's moving OUT of experimental... so why is it still a toggle option in Experimental? Also, what is the deal with the talk about changing boundary colors. I don't see it in the notes.
  • nalex66nalex66 Posts: 5,451 Volunteer Moderator
    I don't think the Guardian colour options are supposed to be in this update, it was just mentioned as a "coming soon" feature in the Oculus blog. I'm still waiting on the update, but I've heard good things about improvements to the new UI (Quick Start showing recently played apps instead of random ones, better Library menu layout).
    i7 5820K @ 4.25GHz | EVGA GTX 1080 SC | Gigabyte GA-X99-UD4 | Corsair DDR4 3000 32GB | Corsair HX 750W
    SSDs: Intel 660p M.2 2TB, Samsung 860 Evo 1TB, 850 Evo 1TB, 840 Evo 1TB | Startech 4 controller PCIe USB 3.0
  • jseamsjseams Posts: 84
    Hiro Protagonist
    nalex66 said:
    I don't think the Guardian colour options are supposed to be in this update, it was just mentioned as a "coming soon" feature in the Oculus blog.
    Thanks.

    I'm still trying to figure out why Hand Tracking is showing up only as an option in Experimental. The release notes say it moved out and the link they provide says:

    "To turn Hand Tracking on or off:

    1. While wearing the headset on your Oculus Quest’s home screen, select Settings (add icon). In the panel to your left, select Devices.
    2. Select Hands and Controllers.
    3. In the Hand Tracking section, use the toggles next to Hand Tracking to turn the feature on or off."
    Which doesn't jibe with what I'm seeing. I've reset my device about five times now - it's making me wonder what's going on as in the past it took a reset or two to get everything sorted. Everything else seems to be where it's supposed to be.
  • nalex66nalex66 Posts: 5,451 Volunteer Moderator
    Sometimes feature changes roll out separately from the update, so that could be what's going on. Also, I've found that sometimes a full shutdown followed by a reboot works, while choosing "Restart" from the shutdown menu doesn't always do it, so you could try that and see if it makes a difference.
    i7 5820K @ 4.25GHz | EVGA GTX 1080 SC | Gigabyte GA-X99-UD4 | Corsair DDR4 3000 32GB | Corsair HX 750W
    SSDs: Intel 660p M.2 2TB, Samsung 860 Evo 1TB, 850 Evo 1TB, 840 Evo 1TB | Startech 4 controller PCIe USB 3.0
  • KuiManKuiMan Posts: 2
    NerveGear
    Gooooood news !!!    Happy birthday OCULUS 
  • jseamsjseams Posts: 84
    Hiro Protagonist
    edited May 21
    nalex66 said:
    Sometimes feature changes roll out separately from the update, so that could be what's going on. Also, I've found that sometimes a full shutdown followed by a reboot works, while choosing "Restart" from the shutdown menu doesn't always do it, so you could try that and see if it makes a difference.
    Sometimes this *stuff* just doesn't make any sense and doesn't match with the information being put out by Oculus. I've completed the shut off and restart more than few times now and that option is still stuck in Experimental. I've also noticed that I have no option for Voice dictation as noted in the release notes. It's not under devices and not under Experimental. I don't think I've ever had it - just noticed it now because I'm trying to match up the v17 I have to those notes at the top of the page. I'm borderline OCD and this is driving me nuts. lol
  • jseamsjseams Posts: 84
    Hiro Protagonist
    edited May 21
    So, just had a longish chat with Oculus Support - nice lady, btw. Anyhow, they are "investigating" but the impression I got is that not all features are rolled out at one time with new updates... and some features, like Voice dictation/commands are not rolled out universally at all. Which is VERY annoying if true. Why would you even mention a feature like that when getting it is basically a lottery? "Hey, here is your new car but only select buyers get all four wheels... maybe we will add the missing one next week/month. I know the window sticker says 4 wheels in the description... but hey, it is what it is." - grrrrr


    edit: had some time to mess with Link and it appears much less stable than it was previously. I had to unplug it and retry a few times to get past the "black screen of death". Using the right Oculus button would cause it to hang between the pause screen and the Home page - everything gets wavy. Rebooted and that problem seemed to resolve itself but I don't think the OTT tools are currently working either. I'm now seeing no difference between higher encode resolutions and SS. I'm using the official cable and this is the first time I've had any of these issues. It is nice they tried to give some possible support to USB 2.0 users but they didn't need to break it for everybody else. lol
  • AidenTheGamer70AidenTheGamer70 Posts: 1
    NerveGear
    in the next update can u fix the bug with black pixels please
  • TomCgcmfcTomCgcmfc Posts: 2,158 Valuable Player
    in the next update can u fix the bug with black pixels please
    What bug is that mate?  Do you have a link to it?  Thanks.

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd.  Asus  ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/controllers, Quest w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).

  • FelicityCFelicityC Posts: 86
    Hiro Protagonist
    I just can't get it to read as 3.0, like AnonMom.
    jseams said:
    So, just had a longish chat with Oculus Support - nice lady, btw. Anyhow, they are "investigating" but the impression I got is that not all features are rolled out at one time with new updates... and some features, like Voice dictation/commands are not rolled out universally at all. Which is VERY annoying if true. Why would you even mention a feature like that when getting it is basically a lottery? "Hey, here is your new car but only select buyers get all four wheels... maybe we will add the missing one next week/month. I know the window sticker says 4 wheels in the description... but hey, it is what it is." - grrrrr


    edit: had some time to mess with Link and it appears much less stable than it was previously. I had to unplug it and retry a few times to get past the "black screen of death". Using the right Oculus button would cause it to hang between the pause screen and the Home page - everything gets wavy. Rebooted and that problem seemed to resolve itself but I don't think the OTT tools are currently working either. I'm now seeing no difference between higher encode resolutions and SS. I'm using the official cable and this is the first time I've had any of these issues. It is nice they tried to give some possible support to USB 2.0 users but they didn't need to break it for everybody else. lol

    yeah... if I can get it to recognize as 3.0 it's ok, but it just won't anymore. OTT similarly seems broken, but I may try messing with the debug tool itself and see if it works at all, or if OTT is even causing problems

    for the former thing, they explained updates go out in waves so that if there are any fatal problems like the headset animating itself and killing the user then they can at least compartmentalize it before it goes out to everyone. it makes sense in the context of having no QC or testing at all so I find it reasonable. I think Windows should really do it like that too considering the same limitations.
    8700k @ 5ghz allcore, 2070 Super, 3200mhz 2x8gb memory @ CL16 1T, 1tb wd sn750, msi z370 gaming plus, overheating from OVRserver_x64
  • TomCgcmfcTomCgcmfc Posts: 2,158 Valuable Player
    edited May 24
    Deleted, directed to wrong person.  Sorry about that.

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd.  Asus  ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/controllers, Quest w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).

  • jseamsjseams Posts: 84
    Hiro Protagonist
    edited May 23
    FelicityC said:

    for the former thing, they explained updates go out in waves so that if there are any fatal problems like the headset animating itself and killing the user then they can at least compartmentalize it before it goes out to everyone. it makes sense in the context of having no QC or testing at all so I find it reasonable. I think Windows should really do it like that too considering the same limitations.
    Yeah, I kinda get it. I understand about the wave theory - also a way to keep everybody from possibly jamming up their servers trying to download and install an update at the same time. What I'm talking about is features that are specifically mentioned in the "Release Notes" that are missing - like the official Release Notes at the top of the page.

    They mention that certain features will be available and even have links for those features that give very explicit instructions on how to activate and use them - even the path as to where they are. However, it's just not true. Hand Tracking for most of us is STILL in experimental features in V17. Voice command is not even available for many/most of us and isn't even an option in experimental. Why in the heck would you explicitly mention those things when they are obviously wrong or not universally available to all users? All it does it confuse people and make them wonder if they have a corrupt install. When it doesn't match it bothers me. I don't mind waiting at the end of the line to get the update pushed to me - but when it finally is available I want everything mentioned in the release notes to match with what I've been given. I don't think that is too unreasonable.

    The fiasco with Link is another story and an irritating one for me. I understand that many people would like it to work with USB 2.0 and whatever cheap aftermarket Chinese cable they can get off of Amazon - but the quality control on those cables is hit or miss and whatever they did to try to boost 2.0 connectivity had a very obvious negative effect on the system as a whole.
  • PiperyePiperye Posts: 18
    Brain Burst
    Yes, I feel the same about the voice control, been waiting for that since Ver.15 I think, I'm wondering if it's because I'm in Australia, maybe Oculus has trouble with the Aussie accent lol, I'd be interested to know if anyone in Australia has received that feature.
  • jseamsjseams Posts: 84
    Hiro Protagonist
    edited May 23
    Piperye said:
    Yes, I feel the same about the voice control, been waiting for that since Ver.15 I think, I'm wondering if it's because I'm in Australia, maybe Oculus has trouble with the Aussie accent lol, I'd be interested to know if anyone in Australia has received that feature.
    I’m in the US - California, 5 miles from Facebook. I don’t think location matters much. ;)



    edit: I was able to free up some time tonight to test v17 with Link some more. I ran into the same issues at first. The first one was that Link would fail to initialize/recognize the Quest and when it did (after unplugging and plugging a few time - black screen with just the Guardian visible... I tried differing sequences and the one that worked for me every time was - Clean boot of the PC -> Quest on and fully booted and ready -> Plug Link cable into Quest -> Start Oculus on PC -> Accept Link and viola! I'm in at the Oculus home. Ok, second issue was Link suddenly freezing/lagging very heavily after a few minutes of play and then when trying to use the right Oculus button to bring up the Oculus Home/Reset View/Pause screen it would hang halfway between Home and the game - both being partly visible and everything wavy like an acid trip. What I found for me was it was OTT that was causing this - even with setting it very low with an encode resolution of 2352 and SS of 1.1, Distortion Curvature High. This is Oculus Tray Tool version 0.86.5.0. With OTT unloaded and Oculus restarted I was able to play for over an hour with no issues at all. I flipped back to Home every few minutes to check. 
  • Umpa_PCUmpa_PC Posts: 794
    Trinity
    in the next update can u fix the bug with black pixels please
    If you have black pixels, its likely to be your unit is faulty.
    Oculus Rift S - Oculus Quest 128GB
    MSI trident 3 7RB-200UK Intel Core i5-7400 3 Ghz x2
    MSI GTX 1050 Ti (4GB) & MSI Aero GTX 1060 OC (6GB) & MSI Aero GTX 1070 OC 8GB
    16 GB RAM x2, 1TB HDD x2, 1TB SSD x2
    Windows 10 Home Edition Version 10.0.18363 Build 18363, Oculus version 17, Quest Version 17
    Fan Cooling by Zotac FireStorm - AfterBurner cause me problems.
  • FelicityCFelicityC Posts: 86
    Hiro Protagonist
    edited May 25
    Okay so for whatever reason even though it previously worked fine, my other cable (a longer one that isn't anker) no longer gets recognized as 3.0 (even though it did before, and would test to above 2.0gbps sometimes even with an extender) but the shorter anker cable I have now tests worse but is at least recognized as 3.0 every time.

    I see this 'forced compliance' mode workaround and it basically degraded every test result while also making the minimum acceptable data transfer rate lower.

    8700k @ 5ghz allcore, 2070 Super, 3200mhz 2x8gb memory @ CL16 1T, 1tb wd sn750, msi z370 gaming plus, overheating from OVRserver_x64
  • enigma01enigma01 Posts: 770
    3Jane
    edited May 25
    @FelicityC I’ve seen a few people report this issue, so thought I’d run the test on mine again (been using VD more lately) my computer still detects my cable as USB 3.0 1.9Gbps on bandwidth test (same as before 17 update). It’s a Ugreen 3m extension (passive) + Ugreen 2m 3.0 A to C. 
    I’ve just found that Kiwi Designs Link cable is now available on Amazon UK so thought I’d give it a try. Should arrive tomorrow. 
  • FelicityCFelicityC Posts: 86
    Hiro Protagonist
    The joto 10ft cable I was using now doesn't work as 3.0 either with or without the extender I have. The 6ft anker one works fine either way, but reports a lower speed- before, the joto cable always beat it, even with the extender. That was like almost 8 meters/25ft of 1.9gbps~  successful testing. Anker will barely go above 1.6 now and the extender doesn't affect the test results. I don't want to try a full reinstall atm because I have too much stuff installed.

    I may have to just grab the 10ft anker one since this really put a dent in my "screw bolts into the ceiling to run long cables instead of making complicated pulleys" plan and see if that one isn't as touchy like the 6ft one
    8700k @ 5ghz allcore, 2070 Super, 3200mhz 2x8gb memory @ CL16 1T, 1tb wd sn750, msi z370 gaming plus, overheating from OVRserver_x64
  • ClappedByADuckClappedByADuck Posts: 1
    NerveGear
    Hey guys I have a question about update 17.0, I saw on youtube that you can do the oculus link with the charging cable, but he doesn't find the quest with me. Can someone help me there?
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