
What does work is using the OVRPlugin class and doing if (!erPresent & m_wasUserPresent) yourself. The OVRManager events didn't work for me at all. In newer versions use Unity's nInBackground = true and Camera.stereoTargetEye = StereoTargetEyeMask.None If you're using version 1.3 (2016) or below, of the Oculus SDK, then set runInBackground = true in OVRManager, which is independent from unity's own runInBackground setting. Which is present in the source but for some reason does not come up by searching the oculus docs.Īlso, if you don't want Oculus to pause the game to a black screen when you take the headset off: / Occurs when an HMD is taken off the user's head. / Occurs when an HMD is put on the user's head. Hopefully when the Link beta ends things will improve.Chiming in for checking a mounted / proximity sensor event for the Oculus OVR unity plugin. What I’m confused about is why IL2 performs better using VD than Link. I’ve been on the VD discord and apparently the developer is aware of a random fish eye fov issue which is being looked at!! Whilst tweaking settings it did go all skewed again and unfortunately whilst it did come back eventually I still didn’t identify the cause and it could possibly be random. I was also playing around with opencomposite at the same time - which I couldn’t get to work with VD but possibly the changing the dll may have helped. Supersampling is off in steam and oculus and oculus graphics are set to auto (though I don’t think this will effect anything as VD sidesteps the oculus app. 90hz is activated using side quest and the beta feature menu in the headset - this needs to be activated again in the sidequest each time the headset is powered off - standby seems fine. I have VD set to medium streaming quality, with sliced encoding. Ok so I’ve now got it working - sadly I’m not exactly sure how. Will continue trying stuff and advise if successful, keep me posted as well if you find anything. Oh yea, nevermind about my "off-topic" comment, forgot the OP wasn't necessarily about that specific perspective issue. IL-2 is one of the main reasons I upgraded from a Quest 1 to a Quest 2, with it's better clarity and all, so the game not working right is driving me nuts :-) I'm at least glad I'm not alone with this issue. And for some reason it only started happening in the last 1-2 weeks. For some reason it's only an issue with Virtual Desktop, with Quest 2, in IL-2. Just turning on the HUD is probably more taxing on the system than encoding the wireless stream.Įither way, this is off-topic, the issue here isn't the wireless portion running smooth or not, it's that the perspective is skewed or warped somehow, as if in wrong aspect ratio or wrong vertical scaling. I'd say just getting IL-2 to run in VR with decent framerates is a bigger challenge than the wireless portion of it. You just need a decent 5GHz wifi setup, I basically have a separate router dedicated to the Quest only and it works great.

I would like to finetune my settings, to my config (i7-8700, 1080Ti,16Gb ram), and not use a copy paste values from old threads.Īctually, Virtual Desktop does a surprisingly good job at it, much smoother really than the official wired Oculus Link option.

STEAM VR DESKTOP VIEW STANDBY STREAMING 480P
Is there a way to compare these results (measuring game frame render time, frame sending and receiving, frame showing time?) with one app, that can be recorded with the video? Also i was live streaming to FB for archiving my results, and maybe this broke the VD test, and the VD test are in 480p all the others are in 720p in FB.

Quest 2 with VD: Sadly there is no working measure method for this (VD is not reporting App Tracking to Mid-Photon), but i get the same feeling that with Link Cable, but i got some lag spikes- but i think this is because i have some issues with my pci-e wifi card (Tp-link AX3000). Quest 2 with Link cable: 44-46ms depending on the surroundings, somtimes spikes with 50-51ms if new complex visuals are shown for the first time for example cities (this is on 72Hz mode this also seems to be 2-3 frames + overhead) I haven't dialed in my settings yet, but here are my test results (App Tracking to Mid-Photon via OculusTrayTool):ĬV1 : solid 27ms sometimes spikes that stays below 39ms (using 90Hz mode this seems to be 2-3 frames + the overhead)
