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Rift S and Rift Build 13.0 Release Notes

2

Comments

  • CallMeJay360CallMeJay360 Posts: 16
    NerveGear
    I'm on 12.0.0.306.268, Not updating from that until someone confirms that 13.0.0.280.463 is better and more stable. 
  • OneFatalOneFatal Posts: 21
    Brain Burst
    Got the 13, still have to do the resolution tweak, but i have no sound, tried everything. What a mess.
  • beci_123beci_123 Posts: 1
    NerveGear
    Hey everyone - thanks for the rapid feedback. I passed this info along to the team. They quickly investigated and found that there was indeed a previously unnoticed issue with the Rift rollout which prevented it from being available to the community. Really sorry for the miscommunication there and any inconvenience this caused! We’re working to remedy the situation as quickly as possible. We have confirmed that Rift S / Rift v13 has now been released to 30% of users. Our engineering team will review performance data, and assuming everything looks okay there, we will be making the update available to all users as soon as possible. The v13 Quest rollout is unaffected by the issue we discovered and that update has been made available to all users at this time. Thanks for your patience and understanding.
    No, update is not available. I am still on version 12. Now I have useless piece of scrap. Thank you for nothing.
  • suppenhuhnsuppenhuhn Posts: 26
    Brain Burst
    edited February 8
    On my PC when i go to Library -> Updates it's saying: Version 13 installed 17 hours ago
    Althoug my installed Oculus App ( Windows PC ) is showing version number 12 ?!?

    greetings from bavaria
  • SoulhikeSoulhike Posts: 3
    NerveGear
    Cmon its weekend and i want to play with link!!! need Version 13 for PC. 14 doesn´t work for me.
  • Escape_VelocityEscape_Velocity Posts: 1
    NerveGear
    If I might recommend something going forward. Please make sure you enable the next update simultaneously (Quest and Oculus Home) to customers that are using the Quest with Oculus Link to experience the PCVR platform. It's extremely sad to see how many people have been locked out of playing on the PCVR platform through Oculus Link for DAYS because the updates are not synchronized. I get that you need staggered/rolling updates, but once you enable one of them for a particular customer, you really should enable the other one simultaneously.
  • RichooalRichooal Posts: 1,389
    Project 2501
     I get that you need staggered/rolling updates, but once you enable one of them for a particular customer, you really should enable the other one simultaneously.

    Didn't you read the rest of the thread? Or even the post 3 above yours? ShowbizDonkey made it clear that they stuffed up the rollout. It wasn't intentional, but could have easily been prevented.
    i5 6600k - GTX1060 - 8GB RAM - Rift CV1 + 3 Senors - 0 PROBLEMS
    Dear Oculus, "If it ain't broke, don't fix it", please.

  • JohnTK5528JohnTK5528 Posts: 2
    NerveGear
    Nope - still 12 here.  Two calls logged with Oculus support who still don't seem to know about this 'stuffed up' rollout.  I can work with 14, but I'm getting glitches and some apps won't install.  It seems they still don't know how to fix this for everyone.
  • MrBMTMrBMT Posts: 52
    Hiro Protagonist
    edited February 10
    Can we get an update on the rollout please?
    It's now the week after you said we'd originally get it, and I still haven't received the v13 software update.
    When are those of us that don't have it yet likely to receive it? Will we even get it this week?
    Edit: Finally just got it.
    ASRock Fatal1ty Z270 Gaming K6 & Thunderbolt 3 Add-in card, i7 7700k, 64GB RAM, GTX 1080Ti, 13TB HDD, Windows 10 Pro
    Oculus Quest v13 Update, Official Oculus Link Headset Cable
  • Colonel_IzziColonel_Izzi Posts: 21
    Brain Burst
    Hey folks - confirming that v13 should now be available to 100% of PC users now. For real this time. :)

    Thanks again for your patience while we worked through this!
    Good stuff. Dropped for me too :)
    Now if we could just get some acknowledgement of the Link Encode Resolution problem that seems to be affecting Nvidia users mostly (we need to drop down from 2912 to somewhere around 2784 otherwise there's audio but no image when Link is running), that would be great. This is an issue with both v13 and v14.
    Really, it would just be nice to know that the right people at Oculus are aware of the problem.
  • TomCgcmfcTomCgcmfc Posts: 1,746 Valuable Player
    Hey folks - confirming that v13 should now be available to 100% of PC users now. For real this time. :)

    Thanks again for your patience while we worked through this!
    It would be nice to know what changes you have actually made compared to the previous final 12.0.0.306.268 (which I'm currently on).  If this auto-updates to v13 and screws up my X Plane 11 shutdown I'm not going to be a happy chappy, lol!

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti (from my old AGA), 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, Vive Cosmos, Vive Wireless.

  • ShowbizDonkeyShowbizDonkey Posts: 218 Oculus Staff
    @Colonel_Izzi - Yep, We're aware of those encode resolution issue reports. Engineering is investigating!
  • ShowbizDonkeyShowbizDonkey Posts: 218 Oculus Staff
    @TomCgcmfc - The rule of thumb is that the changes listed in release notes are the things you should be on the lookout for in a given version. Re: your mention of X Plane 11, I may have said this to you previously, but I always recommend testing with apps that from the Oculus store. We don't always have great visibility into compatibility with specific apps run via Unknown Sources.
  • TomCgcmfcTomCgcmfc Posts: 1,746 Valuable Player
    @TomCgcmfc - The rule of thumb is that the changes listed in release notes are the things you should be on the lookout for in a given version. Re: your mention of X Plane 11, I may have said this to you previously, but I always recommend testing with apps that from the Oculus store. We don't always have great visibility into compatibility with specific apps run via Unknown Sources.
    Sorry but I would expect a bit more detailed release notes, esp. for non-Quest users.

    As far as 3rd party apps go, this is the usual useless Oculus Support response.  The fact that X Plane 11 shutdown worked perfectly for a long time (since v1.36 to and including v12) and v13ptc broke this (without any changes to xp11 btw) then this seems to me to be an Oculus related issue, not a 3rd party one. I did send Oculus Support my previous 13ptc logfiles but I'm starting to doubt that anything happens with these.  Once my current v12 auto-updates I guess I'll find out for sure, lol!

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti (from my old AGA), 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, Vive Cosmos, Vive Wireless.

  • SergeMeister1234SergeMeister1234 Posts: 30
    Brain Burst
    TomCgcmfc said:
    @TomCgcmfc - The rule of thumb is that the changes listed in release notes are the things you should be on the lookout for in a given version. Re: your mention of X Plane 11, I may have said this to you previously, but I always recommend testing with apps that from the Oculus store. We don't always have great visibility into compatibility with specific apps run via Unknown Sources.
    Sorry but I would expect a bit more detailed release notes, esp. for non-Quest users.

    As far as 3rd party apps go, this is the usual useless Oculus Support response.  The fact that X Plane 11 shutdown worked perfectly for a long time (since v1.36 to and including v12) and v13ptc broke this (without any changes to xp11 btw) then this seems to me to be an Oculus related issue, not a 3rd party one. I did send Oculus Support my previous 13ptc logfiles but I'm starting to doubt that anything happens with these.  Once my current v12 auto-updates I guess I'll find out for sure, lol!

    Welcome to my wold with Assetto Corsa Competizione. Logs seem to go nowhere, and I’m just being told to test with Oculus content. I haven’t run any Oculus content before so only way that test would be useful is if OCULUS LET US ROLL BACK TO PREVIOUS WORKING VERSIONS!!! That way you could at least back to back test it. Would also require sone Oculus content software based on the Unreal engine which I have no interest in paying for out of my own pocket to troubleshoot Oculus’s failures.

    People are blaming Kunos for the bad performance when it’s Oculus, was running really well then an Oculus update destroyed it. 
    | AMD Ryzen 3800X CPU | Gigabyte Aorus 1080Ti 11G  | RAM: 16GB | PSU: 850W | W10 x64 | Simucube2 Ultimate Wheel Base | Precision Sim Engineering GT3 Wheel | HRS Xero-Play Quick Release | Fanatec CSS Shifter V1.5 | Heusinkveld Commercial Throttle| Heusinkveld Pro Brake | Rift S | Kingston HyperX Cloud Alpha Pro Headphones | Sim-Lab P1 Racing Cockpit | Sparco Evo Seat
  • TomCgcmfcTomCgcmfc Posts: 1,746 Valuable Player
    edited February 10
    OK, I got my dreaded v13.1 auto-update 1.5 hours ago.  Seems to have the same problems as I got when I tried v13ptc but at least I have found a couple of workarounds that are not too much of a pita.

    1) The Oculus dash/desktop continues to show a lot of black artifacts on both sides of the Desktop panel when I shift my head right/left.  The workaround is to go to the dash/settings/graphics and enable the bottom option VR panel rendering.  This fixes this and looking at task manager it does not seem to have any effect on my cpu/gpu % usages.  BTW, the top option to enable AA still does not seem to make anything clearer for me.  However it does double my gpu % usage.  So for now I just disable it.

    2) X Plane 11 once again has the good old pre v1.36 shutdown bug (hangs on exit) again and I need to use task manager to kill it.  The workaround for me is to startup xp11 from the Oculus dash/desktop, selecting its shortcut.  When I want to exit I just pause xp11, then press the Oculus button.  This brings up the usual reset view/exit app panel (with the dash/desktop panel in the background).  Minimise the Oculus reseat/exit app panel and use your mouse to select task manager (I have it pinned to my bottom task bar) and right click on xp11/end task.  This kills the program and lets me continue on without the need to remove my headset.  Not very elegant, but at least it seems to work ok.

    Overall, the performance of all the Oculus Store and Steam games I've tried so far seems to be about the same as v12.1.  Still not quite as good as v1.38/1.39 imho, but not too bad.  At least for me with my Rift cv1 w/2x sensors v13.1 hasn't Bricked it, lol!

    Edit; I do not have ACC but Assetto Corsa (original version) seems to work perfectly fine for me.

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti (from my old AGA), 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, Vive Cosmos, Vive Wireless.

  • StreamofConsciousStreamofConscious Posts: 28
    Brain Burst
    Hey folks - confirming that v13 should now be available to 100% of PC users now. For real this time. :)

    Thanks again for your patience while we worked through this!
    Good stuff. Dropped for me too :)
    Now if we could just get some acknowledgement of the Link Encode Resolution problem that seems to be affecting Nvidia users mostly (we need to drop down from 2912 to somewhere around 2784 otherwise there's audio but no image when Link is running), that would be great. This is an issue with both v13 and v14.
    Really, it would just be nice to know that the right people at Oculus are aware of the problem.
    <RANT>They are aware of the problems. The reality is that they have no clue what they are doing. They are attempting to mesh the rift, the rift s, and the quest all into one package....along with the facebook BS, and they have broke the internal workings again. The black screen problems happened originally on the Rift back in 2018 and now they have brought them to the Rift S. My guess is that nobody on the Oculus team fully understands how their Frankenstein software works now. Every iteration brings some new weird twist while not fixing anything. And all of this would be fine if they were allowed to revert back to a pre-December version when nobody was complaining. I mean, they can't even roll out software now without hosing it up. So in a vacuum where they don't even give release notes so that nobody call follow their inept attempts to fix anything....we all just get to spin around and around in the mess they have let happen.</RANT>
  • StreamofConsciousStreamofConscious Posts: 28
    Brain Burst
    TomCgcmfc said:
    @TomCgcmfc - The rule of thumb is that the changes listed in release notes are the things you should be on the lookout for in a given version. Re: your mention of X Plane 11, I may have said this to you previously, but I always recommend testing with apps that from the Oculus store. We don't always have great visibility into compatibility with specific apps run via Unknown Sources.
    Sorry but I would expect a bit more detailed release notes, esp. for non-Quest users.

    As far as 3rd party apps go, this is the usual useless Oculus Support response.  The fact that X Plane 11 shutdown worked perfectly for a long time (since v1.36 to and including v12) and v13ptc broke this (without any changes to xp11 btw) then this seems to me to be an Oculus related issue, not a 3rd party one. I did send Oculus Support my previous 13ptc logfiles but I'm starting to doubt that anything happens with these.  Once my current v12 auto-updates I guess I'll find out for sure, lol!

    Welcome to my wold with Assetto Corsa Competizione. Logs seem to go nowhere, and I’m just being told to test with Oculus content. I haven’t run any Oculus content before so only way that test would be useful is if OCULUS LET US ROLL BACK TO PREVIOUS WORKING VERSIONS!!! That way you could at least back to back test it. Would also require sone Oculus content software based on the Unreal engine which I have no interest in paying for out of my own pocket to troubleshoot Oculus’s failures.

    People are blaming Kunos for the bad performance when it’s Oculus, was running really well then an Oculus update destroyed it. 
    Affirmative. They are acting like there is no patient zero, no specific event that started all of this mess. The fact that they will not allow people to revert to a working version without hacking it is proof positive that the wheels have come off of their development. This has all been going on since Mid-December of last year! Sure, its obviously hardware specific for most, but if they cannot churn out software that is compatible all around then don't advertise requirements that people meet and then buy their product to be introduced to this circle jerk. Man up as a company and provide a reversion path and then those who still can't get it to work........send it back.

  • TomCgcmfcTomCgcmfc Posts: 1,746 Valuable Player
    edited February 10
    Just an idea but it might be useful to split new Oculus version threads into Rift cv1/S and Quest Link.  Maybe even move the Quest one to the Quest subgroup.  It seems to me that problems/solutions for each are not very relevant.  Anyway, just a suggestion.

    It would probably even be better if they did not share the same Oculus desktop app imho.  I think that this may allow Oculus to hone in on each platform separately instead of trying to do all this within one app where changes on one seems to make a mess of the other.

    Edit;  I could even envision the Quest Link app ending up similar to the good old Oculus v1.0.  This could potentially add extra performance to the Quest Link.

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti (from my old AGA), 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, Vive Cosmos, Vive Wireless.

  • StreamofConsciousStreamofConscious Posts: 28
    Brain Burst
    TomCgcmfc said:
    Just an idea but it might be useful to split new Oculus version threads into Rift cv1/S and Quest Link.  Maybe even move the Quest one to the Quest subgroup.  It seems to me that problems/solutions for each are not very relevant.  Anyway, just a suggestion.

    It would probably even be better if they did not share the same Oculus desktop app imho.  I think that this may allow Oculus to hone in on each platform separately instead of trying to do all this within one app where changes on one seems to make a mess of the other.

    Edit;  I could even envision the Quest Link app ending up similar to the good old Oculus v1.0.  This could potentially add extra performance to the Quest Link.
    Heresy!!! There must only be one!!! Splitting it out will displease the overlords and chaos will reign. Oh wait...I guess chaos is already reigning.....uh, do what he said.
  • morphee7morphee7 Posts: 82
    Hiro Protagonist
    TomCgcmfc said:
    @TomCgcmfc - The rule of thumb is that the changes listed in release notes are the things you should be on the lookout for in a given version. Re: your mention of X Plane 11, I may have said this to you previously, but I always recommend testing with apps that from the Oculus store. We don't always have great visibility into compatibility with specific apps run via Unknown Sources.
    Sorry but I would expect a bit more detailed release notes, esp. for non-Quest users.

    As far as 3rd party apps go, this is the usual useless Oculus Support response.  The fact that X Plane 11 shutdown worked perfectly for a long time (since v1.36 to and including v12) and v13ptc broke this (without any changes to xp11 btw) then this seems to me to be an Oculus related issue, not a 3rd party one. I did send Oculus Support my previous 13ptc logfiles but I'm starting to doubt that anything happens with these.  Once my current v12 auto-updates I guess I'll find out for sure, lol!

    Welcome to my wold with Assetto Corsa Competizione. Logs seem to go nowhere, and I’m just being told to test with Oculus content. I haven’t run any Oculus content before so only way that test would be useful is if OCULUS LET US ROLL BACK TO PREVIOUS WORKING VERSIONS!!! That way you could at least back to back test it. Would also require sone Oculus content software based on the Unreal engine which I have no interest in paying for out of my own pocket to troubleshoot Oculus’s failures.

    People are blaming Kunos for the bad performance when it’s Oculus, was running really well then an Oculus update destroyed it. 

    well after lots of testing last night after having to go back to the PTC to make my rift s work again with assetto corsa competizione i got to 18 cars in a server before the stuttering and jerking head tracking started, i know your probably going to say " drop your graphic settings" well you cant drop lower then low or disabled and when you run in swervers in a league championship with 30 - 45 cars in eatch race this is purely not good enough, now friends who run a original rift and valve index have no issues so i went into the debug tool and had a nosey as i tried to change the ASW options with the keyboard CTRL and 1234 with no effect and low and behold the wasnt changing anything.

    so i change them in the tool and chose lock at 45fps and with ASW enabled and its flawless, infact i go into a server with 32 cars and no sign of stuttering or jerking head tracking, i even started uping my graphic settings again with no issues
    now this confuses me because i have a Ryzen 7 2700x no oc and a 1080ti with 32gb ram in the rig now why this hardware cant run at 80fps on low settings is unbelievable, but im no codie or software wrighter so its the way it is
  • letmeinpleaseletmeinplease Posts: 1
    NerveGear
    TomCgcmfc said:
    OK, I got my dreaded v13.1 auto-update 1.5 hours ago.  Seems to have the same problems as I got when I tried v13ptc but at least I have found a couple of workarounds that are not too much of a pita.

    1) The Oculus dash/desktop continues to show a lot of black artifacts on both sides of the Desktop panel when I shift my head right/left.  The workaround is to go to the dash/settings/graphics and enable the bottom option VR panel rendering.  This fixes this and looking at task manager it does not seem to have any effect on my cpu/gpu % usages.  BTW, the top option to enable AA still does not seem to make anything clearer for me.  However it does double my gpu % usage.  So for now I just disable it.

    2) X Plane 11 once again has the good old pre v1.36 shutdown bug (hangs on exit) again and I need to use task manager to kill it.  The workaround for me is to startup xp11 from the Oculus dash/desktop, selecting its shortcut.  When I want to exit I just pause xp11, then press the Oculus button.  This brings up the usual reset view/exit app panel (with the dash/desktop panel in the background).  Minimise the Oculus reseat/exit app panel and use your mouse to select task manager (I have it pinned to my bottom task bar) and right click on xp11/end task.  This kills the program and lets me continue on without the need to remove my headset.  Not very elegant, but at least it seems to work ok.

    Overall, the performance of all the Oculus Store and Steam games I've tried so far seems to be about the same as v12.1.  Still not quite as good as v1.38/1.39 imho, but not too bad.  At least for me with my Rift cv1 w/2x sensors v13.1 hasn't Bricked it, lol!

    Edit; I do not have ACC but Assetto Corsa (original version) seems to work perfectly fine for me.

    TomCgcmfc said:
    OK, I got my dreaded v13.1 auto-update 1.5 hours ago.  Seems to have the same problems as I got when I tried v13ptc but at least I have found a couple of workarounds that are not too much of a pita.

    1) The Oculus dash/desktop continues to show a lot of black artifacts on both sides of the Desktop panel when I shift my head right/left.  The workaround is to go to the dash/settings/graphics and enable the bottom option VR panel rendering.  This fixes this and looking at task manager it does not seem to have any effect on my cpu/gpu % usages.  BTW, the top option to enable AA still does not seem to make anything clearer for me.  However it does double my gpu % usage.  So for now I just disable it.

    2) X Plane 11 once again has the good old pre v1.36 shutdown bug (hangs on exit) again and I need to use task manager to kill it.  The workaround for me is to startup xp11 from the Oculus dash/desktop, selecting its shortcut.  When I want to exit I just pause xp11, then press the Oculus button.  This brings up the usual reset view/exit app panel (with the dash/desktop panel in the background).  Minimise the Oculus reseat/exit app panel and use your mouse to select task manager (I have it pinned to my bottom task bar) and right click on xp11/end task.  This kills the program and lets me continue on without the need to remove my headset.  Not very elegant, but at least it seems to work ok.

    Overall, the performance of all the Oculus Store and Steam games I've tried so far seems to be about the same as v12.1.  Still not quite as good as v1.38/1.39 imho, but not too bad.  At least for me with my Rift cv1 w/2x sensors v13.1 hasn't Bricked it, lol!

    Edit; I do not have ACC but Assetto Corsa (original version) seems to work perfectly fine for me.

    morphee7 said:
    oculus im sorry but how can you release v13 for everyone over this week i believe the quote was when you have had reports from us PTC users provide feedback on the issues and before everyone has it you release a v14 PTC knowing there must be issues with v13
    Thanks for the tip on the VR panel rendering, i was going nuts trying to find an answer to the problem.
    I am new to the VR and it had run perfect until the recent update.
  • RuneSR2RuneSR2 Posts: 4,571 Valuable Player
    edited February 12
    Not many v13 posts on Reddit (apart from a few Quest users having problems), guess v13 is fine for the majority. If not we'd also have seen more than 2 pages of this thread. 

    Or maybe time to start patching some of my games - will buy me some time by postponing the v13 download on my very slow internet connection, better safe than sorry  o:) Also have a lot of faith in @TomCgcmfc, appreciate that I do not have to be a first mover, I do not have that kind of courage  :(  ;)
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • gregor616gregor616 Posts: 58
    Hiro Protagonist
    Hey everyone - thanks for the rapid feedback. I passed this info along to the team. They quickly investigated and found that there was indeed a previously unnoticed issue with the Rift rollout which prevented it from being available to the community. Really sorry for the miscommunication there and any inconvenience this caused! We’re working to remedy the situation as quickly as possible. We have confirmed that Rift S / Rift v13 has now been released to 30% of users. Our engineering team will review performance data, and assuming everything looks okay there, we will be making the update available to all users as soon as possible. The v13 Quest rollout is unaffected by the issue we discovered and that update has been made available to all users at this time. Thanks for your patience and understanding.
    Are there plans to ever drop this horrible distribution practice and give users the ability to update when they choose to? Your software updates are like going to the DMV. Only at the DMV we know where our place in line is and what number is currently being serviced. With Oculus we just have to wait and see. This is a great way to loose the confidence and support of your users and eventually lose them as customers. 

    I have started buying my "link' games through Steam to future proof myself for when I decide to move to another brand. I really love my quest and had it before Link. I get that Link is still beta, but this has nothing to do with link. This is an internal software distribution policy that has always rubbed the community wrong, and as that community grows the rash this rubbing is causing is only going to worsen. You should be looking to fix that before you start losing customers because of it. 
    Oculus Quest 
    AMD Ryzen 7 2700, GeForce RTX 2060 Super, 32GB, Asus B450 Motherboard
  • dburnedburne Posts: 3,060 Valuable Player
    I am going to go out on a limb here basing this on nothing but history - No.
    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 |
  • OneDankSmellOneDankSmell Posts: 1
    NerveGear
    Can I get a free rift or rift s or anything really I dont care if I could afford one I would 
  • GamingTC2GamingTC2 Posts: 34
    NerveGear
    Guardian setup keeps resetting with this version?  Am I the only one?  Every time I shutdown my pc and resart it, the guardian setup is gone.  And I have to do it all over again.  Really anoying.
  • Ray_SoverRay_Sover Posts: 42
    Brain Burst
    Can I get a free rift or rift s or anything really I dont care if I could afford one I would 
    Yes. Give Oculus £400 and they'll give you a Rift S for free.
    Intel i7-6700K OCed to 4.7GHz (all cores) @ 1.35V with Corsair Hydro H60 Rev.2 liquid cooling | Sapphire Pulse RX Vega 56 OCed to 1.5GHz base clock @ 1V | 16GB (2x 8GB) HyperX Predator DDR4-3333 CL16 RAM | Gigabyte GA-Z170-Gaming K3 motherboard | Win10 Pro 64-bit on 500GB Samsung 970 EVO Plus M.2 NVMe SSD on PCIe3.0 x4 | Corsair RM750x PSU | Oculus Rift S
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