Compressed into a H264 stream by the hardware encoder of the GPU. You can see the usage of the encoder, when you look at the right place in the Windows Task manager.
And its not 2 times FHD. At the maximum configuration i…
Getting back into a SteamVR game after disconnecting the Quest still doesn't work. I get only a black screen.
In earlier versions I just could ignore the "Restart SteamVR" request window, as it just worked. But now it don't :(
Even after multiple reboots I'm stuck in "Looking for updates..." or how it is called in the english version of the settings page.
In the traffic monitor of my router I don't see any serious traffic. No download in progress it seems.
In the meantime I could get on the track of this problem. The default value of Encoding Resolution Width is far below the native display resolution. Therefore everything always looks blurred.I changed this value in the Oculus Debug …
As someone wrote in another thread, that the bandwidt usage of Oculus Link is at around 180Mbit/s, I think its only important that the USB connection is at least version 3 and stable/lagfree.
2 lanes is not very much. Recomended is a 4 lanes TB port for use with an external GPU. Remember: They use at least 8 lanes when connected to a mainboard slot.
As long the amount of data transfer back and forth is not getting to hi…
I do not know exactly since which version this has occurred.
In previous versions, if I accidentally pulled out the USB cable, plugged it back in and started Oculus Link, I would get back into my SteamVR game. Sometimes I had to click on the game, w…
I have tested a little bit around last week. From my point of view, the encoding resolution width seems not to be per eye. It seems to be the encoding resolution width of the merged picture for both eyes.
A long time I did wonder, …
I see a huge difference when increasing the EncodingWidth.
Currently I would like to know which values for render and encoding resolution would fit native display resolution at best.
From what I can see with different glasses, the rendered frame i…
An API would not only touch privacy. It would also lead to different solutions for the same issue. An systemwide integration would always be better in many ways. Technical its just an overlay like the guardian.
I'm currently crosstesting a Vive Cosmos.
There are 2 things about their pass through on demand that are very useful and which I would like to see in the Quest too in some ways.
1.) Half Pass through: The virtu…
I use a combination of these 2 cables:
The first one, which is always plugged into my PC: https://www.amazon.de/gp/product/B00WHZ8NDW/ref=ppx_yo_dt_b_search_asin_title?ie=UTF8&psc=1
And on the Quest this one: https://www.amazo…
From my experience, the freezes are caused by issues with the USB connection. Your log message confirms this.
For my first steps with Oculus Link the Quest was connected to a port of this USB 3.0 card. I had freezes over and over.
Then I bought th…
The official maximum cable length for 10 GBit/s is 1m (3.3ft).
I don't see this as an option for the Quest.
With 5 GBit/s I got a (passive) combination to work with a length of 4.2m (13.8ft). A combination with 5m did not work for me. So the limit…