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Ryanality
Community Manager
Community Manager

These features and enhancements will become available starting the week of 8/23/2021.

Oculus Move

  • We’ve updated the Daily Move goals to Weekly Goals to better fit into your schedule. When you open Oculus Move, we’ll prompt you to select a new weekly goal based on your calories and minutes combined.
  • Your Move Calendar view will now show your progress against your weekly goals.
  • We’ve adjusted the Light, Moderate, and High calorie and Move Minute targets.
  • When you’re done working out, you now have the option to share your workout stats directly from Oculus Move to your Facebook timeline, Groups, and Messenger.
  • If you haven’t used Oculus Move yet, you can find it in the (apps icon) section of your menu bar. You can also learn more about Oculus Move on the apps page of our support site.
    • Please note that all Oculus Move features are being rolled out progressively over time and may not initially be available for all users.

Messenger

  • You won’t have to choose between viewing your Oculus friends or your Facebook friends as they’ll all show up in a single list under the People tab in Messenger.
    • However, your Facebook and Oculus friend will still be separate, which means that Oculus friends can’t see your Facebook profile or activity unless you separately add them as friends on Facebook.
    • Please note that this Messenger feature is being rolled out progressively over time and may not initially be available for all users.
  • We’ve added a new chat settings panel that allows you to view info about the chat thread and take additional actions in group threads. These actions include the ability to leave the chat, view the members in the chat, and rename the chat thread.

App Gifting

  • You can now send gifts to your friends and family directly from your headset, without leaving VR. Simply find the app you want to gift in the app store, select the (three dot icon) menu, then choose Buy for a friend.

Media Files Sync

Experimental Multitasking

  • We’ve added new UI animations to Multitasking to make certain actions appear smoother.
    • Please note this will only be available for users who turn on Multitasking in the Experimental Features section of Settings.

Permissions

  • We’ve improved and simplified the process for editing and updating permissions preferences by adding on/off toggles directly to the permissions tablet.

Notifications

  • We’ve improved the utility of many in-VR notifications by adding action buttons that allow you to take action directly from the notification itself.

You can always find our release notes up to date on our support page here as well.

30 Comments
TomCgcmfc
MVP
MVP

@Ryanality  Your link to release notes still only shows v31.  Maybe even Oculus has not got the v32 rollout yet, lol!

LameDuckWarrior
Heroic Explorer

Wow! Just amazed I got the update day 2!

Ryanality
Community Manager
Community Manager

@TomCgcmfc wrote:

@Ryanality  Your link to release notes still only shows v31.  Maybe even Oculus has not got the v32 rollout yet, lol!


Yep, I'm sure it's live 🙂 Maybe that site has an old version cached for you? Try clearing your cache and see if it reloads if you're still not seeing them.

TomCgcmfc
MVP
MVP

Cleared cache and still only see v31 release notes;

https://support.oculus.com/release-notes/

 

AlexiTQ
Adventurer

Has the Link cable issues been resolved yet?

TomCgcmfc
MVP
MVP

I got v32 on my Q2 earlier today.  My Oculus desktop app is still on v31.1.  All seems to be working fine with both Link and Air Link.  No problems with any Quest standalone mobile VR or PCVR with Oculus Rift store and Steam store apps.

 

Edit;  Just got v32 update on my PC desktop app a few hours ago.  All still seems to work fine.  My only complaint is that 120Hz refresh mode still does not perform as well as v29 did.  No problem with 90Hz though. 

 

Also a bit annoying to get the message to use Oculus OpenVR runtime every time I start up.  Since most of my current apps are on Steam I don't see the need to change over from SteamVR's and I did not noticed any differences with any of my current Oculus store games using the Oculus version.  Maybe this will change in the near future as newer Oculus apps use OpenVR.  Easy to change back to SteamVR's version from the SteamVR menu anyway.

Ryanality
Community Manager
Community Manager

Hi AlexiTQ, I may not be in the know, but I haven't heard of any specific issues with Link cables or the software. Have you had a chance to work with our support team on the matter?

AlexiTQ
Adventurer

Yep, "worked" with them for months until they decided it's easier to pretend I don't exist. How can you not be aware of the issues? It's been brought up several times and here's a long thread about it:
White horizontal stripe across screen while using ... - Oculus Community - 848398 (oculusvr.com)

TomCgcmfc
MVP
MVP

@AlexiTQ  I hope v32 works better for you mate.  As I already posted  my Q2 v32 with Link and wireless with both Air Link and Virtual Desktop are all working great for me.  This now with new stable v.32 on my pc (not v32ptc beta).  Good luck and cheers.

 

Edit; btw @AlexiTQ  did you ever manage to get your Link cable working or are you still stuck with Air Link and VD for PCVR?

nalex66
MVP
MVP

Saw this morning that I've received the update. That's earlier than I've been getting them lately, but there wasn't any particular feature in this one that I was excited about. Anyway, it's nice to land early in the rollout lottery.

Nick.Antilatency
Honored Guest

After the v32 update applications can't access USB devices, even if they have the corresponding intent-filter in their Manifest.xml files. Where can I find the permissions settings for USB devices?

TomCgcmfc
MVP
MVP

@Nick.Antilatency  Not sure what you are talking about mate.  Maybe something to ask in the Developers Forum?

https://forums.oculusvr.com/t5/Developer/ct-p/developer

 

kojack
MVP
MVP

@TomCgcmfc wrote:

Also a bit annoying to get the message to use Oculus OpenVR runtime every time I start up.  Since most of my current apps are on Steam I don't see the need to change over from SteamVR's and I did not noticed any differences with any of my current Oculus store games using the Oculus version.  Maybe this will change in the near future as newer Oculus apps use OpenVR.  Easy to change back to SteamVR's version from the SteamVR menu anyway.


Are you sure it was OpenVR and not OpenXR that it was asking for? I just started the desktop app and it asked for OpenXR.

 

The way OpenXR works is every headset provider (Oculus, Valve, Windows) has an OpenXR driver that provided low level support. But only a single OpenXR driver can be selected as the current one. If you have SteamVR's OpenXR driver selected, then any OpenXR games on the Oculus store will try to run on the SteamVR OpenXR driver, which only works with SteamVR headsets. In theory that would work. But if you want to play an OpenXR game (from any store) on an Oculus headset, you'd need the Oculus OpenXR driver as the selected one.

 

If you aren't running an OpenXR game (there's very few right now, besides Flight Simulator) then there will be no difference, since it won't be using the OpenXR driver anyway.

 

 

TomCgcmfc
MVP
MVP

@kojack  Thanks for the explanation mate and ya I meant OpenXR.

 

I finally switched over to the Oculus version because I was tired of seeing that nagging message, lol!  I also use a Vive Pro so if necessary (like if and when I reinstall MSFS2020 on Steam) I’ll just change it over with the SteamVr settings startup/shutdown menu.  Thanks again mate and cheers.

necroflo
Honored Guest

after my update today on the quest 1, i got an "oculus app runtime" error at start, pass through is not wrking anymore, so is setting the floor impossible....

 

not that nice... hopefully they´ll fix it soon

nalex66
MVP
MVP

My passthrough view was black on first use after the update. I did a full shutdown and restart, and every thing was back to normal. It’s always a good idea to reboot after an update, or whenever something isn’t working properly.

AlexiTQ
Adventurer

So, Ryan, are you aware of the issues yet and what are you going to do about it?

Ryanality
Community Manager
Community Manager

Hey AlexiTQ, I talked to my product specialist who is speaking with the team about it. I don't have any specifics for you, but the suggestions made in the post here by odin-0 look promising: https://forums.oculusvr.com/t5/Oculus-Quest-2-and-Quest/White-horizontal-stripe-across-screen-while-... Have you tried that?

 

I'll let you know if I have any update from the team to share!

AlexiTQ
Adventurer

Yes I've tried it and no, it doesn't work. As you can see in the thread others have tried it as well.

 

I won't be holding my breath for any updates. This issue has been ignored since november last year and customers, like me, who insist it's Oculus responsibility to fix or refund get ignored by the so called support. The handling of this issue and of customers is outright disgusting.

TomCgcmfc
MVP
MVP

@AlexiTQ  As I suggested to you +1.5 months ago in your numerous v30 rant posts;

 

"Since you have a very well spec'd PC and do not have any problems with Air Link or Virtual Desktop it seems to me that your problem stems from your motherboard's usb ports.  If you google your MB; Gigabyte Aorus G7 motherboard ; you will a number of issues relating to this.  It seems that many have found the usb ports do not supply enough power to certain devices so that they cut off after a few minutes gameplay.  It looks like the solution for some is to contact Aorus support and RMA the MB back to them.  Updating the bios seemed help some.  Others have used a powered usb hub or separate pcie usb sata powered card.  The Q2 w/Link cable does require good power delivery because it is transferring a lot of data while supplying a charge to the battery headset."

 

@AlexiTQ  you never responded to this and I think that your problem (maybe also shared by others) could be related to this and/or Link graphics settings (including this white stripe thing, which many have already solved).  Yet you seem to think that because Oculus cannot supply you personally with a plug and play solution for your Link cable issue, even though Air Link and VD work fine, they are criminals. 

AlexiTQ
Adventurer

USB has been working flawlessly and there's no issue with the power delivery. I can even increase the voltage on USB ports to ensure stable power delivery when many devices are connected to the motherboard. Issues with USB on Gigabyte's (and others) motherboards are mainly related to Ryzen chipsets. 

 

And no, many people have not already solved this issue. It's remains unresolved. Read the thread and get a clue.

 

I've bought the headset to be used with the Link cable and I expect it to work as advertised. This is Oculus responsibility to fix. That's what adults do by the way - they take responsibility. What I don't expect is for support to ignore customers when they're out of ideas on how to fix and issue, nor when a customer - in his full right - demands a refund on a faulty product. That's not how honest companies deal with customers - that's how scumbags act.

nalex66
MVP
MVP

Let's keep it civil, please.

Ryanality
Community Manager
Community Manager

Thanks for jumping in @nalex66, I couldn't agree more. I edited both replies to delete the main attack in each the thread reads a bit more friendly. 

 

@AlexiTQ, I also reached out to the support team to look into what happened with your case and they may be reaching back out there. This definitely is an odd issue, and from that thread, it looks like several solutions seemed to work for different people, indicating that a stripe like that is a potential symptom of multiple issues and not a specific bug. I completely understand how frustrating it would be nonetheless. It's a shame that none of those suggestions, including @TomCgcmfc's one above, worked for you, but I'll do what I can on my end to make sure the team gets it in front of them to investigate.

ruliusuifeng
Honored Guest

Disable the USB permissions of apps by default? How do i restore it

ohgrant
Superstar

So far v32 has been the best update since March for me for both my Quest 1 and 2.  For months I was restricted as to how much internal SS I could apply. Anything higher than 1536 was resulting in a garbled picture through several updates. Finally fixed in v32 for me and link is performing much better.

 

 Not sure if it was V32 but I've also noticed that when I click the Oculus button , I can now minimize both the explore window and the Oculus menu.  I appreciate that option.  

nalex66
MVP
MVP

@ohgrant wrote:

 

Not sure if it was V32 but I've also noticed that when I click the Oculus button , I can now minimize both the explore window and the Oculus menu.  I appreciate that option.  


I hadn’t noticed that, but you’re right. It makes a lot more sense to close both windows when you minimize the menu, and now I can sit and enjoy the view from my space station. Nice!

Tw1ggs
Honored Guest

I noticed that there is a new settings menu called "system keyboard", although it shows blank when clicking. Is this supposed to be the case?

Also are there any news on non-US physical keyboard layouts? It's weird how the touch-input keyboard supports swedish yet physical swedish keyboard can't even type in their own layout.

Anonymous
Not applicable

Got an update today: 32.0.0.58.x to 32.0.0.77.x

No words on changes... of course.

TomCgcmfc
MVP
MVP

@Anonymous  Ya, I got that small update over a week ago and did not notice any differences.  Maybe the experimental multitasking option which  does not interest me right now:

scaleslea
Explorer

Move weekly goals are not working. No matter how often I complete or exceed my daily goals, the weekly goals show zero progress.