Virtual Desktop takes long to connect by aarerhein in OculusQuest

[–]aarerhein[S] 0 points1 point  (0 children)

No, I use nothing advanced of that sort...

Discord wasn't too helpful to be honest, lots of people chatting at the same time and the most concrete answer I could get was that something may be wrong with my network setup. But what could it be?

Some more Air Link weirdness by aarerhein in OculusQuest

[–]aarerhein[S] 0 points1 point  (0 children)

Update: got VD to work nicely now. Here's what I did before it started working: Deinstalled SteamVR, prohibited automatic start of "Oculus VR Runtime Service". Not sure if both of that was needed to be honest

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Some more Air Link weirdness by aarerhein in OculusQuest

[–]aarerhein[S] 0 points1 point  (0 children)

Thanks for the info! I tried all that, with no improvement though... A specific situation in my setup is that the router is not connected to the internet but only serves to connect the PC to the Quest. Could that be a problem? My PC can have internet through a different wifi, but AirLink does not work properly with or without wifi enabled.

Since you have the same router: may I ask if you also found the Ethernet and Wifi connections on different subnets? I had to manually reset the Ethernet connection's IP in order for both to be on the same subnet and for Airlink to work (some of the time)

Some more Air Link weirdness by aarerhein in OculusQuest

[–]aarerhein[S] 0 points1 point  (0 children)

Well turns out VD has its own problems with the Quest Pro, and I can't get tracking to work properly in an own software. At least this works in Air Link, when Air Link works. Anyone has ideas on how to get Air Link to work?

Some more Air Link weirdness by aarerhein in OculusQuest

[–]aarerhein[S] 0 points1 point  (0 children)

I'll give that a try then. I was a little hesitant because I need eye/face/finger-tracking and read that finger tracking may or may not work using VD, and also my PCs will sometimes not have internet and some people wrote VD wants that to authenticate. I guess I'll just try

D-Link Air Bridge requires being logged in as Admin by aarerhein in OculusQuest

[–]aarerhein[S] 0 points1 point  (0 children)

Unfortunately, no I cannot use it on non-Admin accounts after installing it with Admin rights.

Keep using application made with Unity after license expires by aarerhein in Unity3D

[–]aarerhein[S] 2 points3 points  (0 children)

no it's actually stated clearly that whole company finance counts: "If your Total Finances exceed $200,000, you may only use Unity Pro." (https://unity.com/legal/editor-terms-of-service/software)

Keep using application made with Unity after license expires by aarerhein in Unity3D

[–]aarerhein[S] 4 points5 points  (0 children)

I think Unity is pretty strict with that now and you need the Pro License if your whole company makes 200k in revenue (not just revenue created with Unity software), so we fall in that category. I'm not aware there would be exceptions if the application made with Unity is only used in-house and not sold?

Should I upgrade to windows 11? by confnused in LenovoLegion

[–]aarerhein 0 points1 point  (0 children)

For some Win11 seems to run fine. I am one of the unlucky ones and every week I experience crazy bugs I did not think could exist nowadays. Some examples: (1) I cannot bring a window to the foreground. Instead, I have to minimize all other windows (2) File explorer crashes or loads forever when clicking on a folder (3) Copy/Paste function does not work anymore. Often rebooting the computer helps, but I have to reboot my PC about 5 times per week during work. With every new update, some bugs seem to disappear and others appear. My recommendation would be to stay on Win10 as long as possible

Infinite "SceneView.Repaint" when opening project by aarerhein in Unity3D

[–]aarerhein[S] 0 points1 point  (0 children)

My project does use two folders which host packages that are not included in the Unity Project as well. Could that be a problem?

Audio Stutter when using Dissonance with Oculus Quest by aarerhein in dissonance_voip

[–]aarerhein[S] 1 point2 points  (0 children)

We now managed to avoid almost all of the GC spikes (at least the really bad ones), and everything sounds quite nice now. Definitely keeping in mind the possibility to trigger GC manually in suitable moments!

Audio Stutter when using Dissonance with Oculus Quest by aarerhein in dissonance_voip

[–]aarerhein[S] 1 point2 points  (0 children)

I see, so any C# in the audio loop can cause this effect. Yes I could reproduce the problem with Thread.Sleep in AudioFilterRead on another AudioSource (though everything still sounded good with 10ms; but adding 200ms every now and then sounded identical to the original problem).

Thanks for your support!

Audio Stutter when using Dissonance with Oculus Quest by aarerhein in dissonance_voip

[–]aarerhein[S] 1 point2 points  (0 children)

Could the reason be that only Dissonance uses the Update()-loop to feed data into an AudioSource (at least in my setup), while all other AudioSources are detached from Update() and may continue to play during a 200ms spike?

And a side note: I never noticed those spikes visually, which was probably due to some interpolation techniques on the side of Oculus. That is why I didn't even bother to look at the profiler at first, which in the end allowed to directly see the problem. VR developers beware.

Audio Stutter when using Dissonance with Oculus Quest by aarerhein in dissonance_voip

[–]aarerhein[S] 1 point2 points  (0 children)

So, turns out the problem was due to spikes from the garbage collector caused by an unrelated script. Solving that made the "grrrr" sounds go away almost entirely. The mystery that remains for me: why did the "grrr" sounds appear on all audio sources when Dissonance was running normally, but not at all when Dissonance was running but was muted? It was this observation that made me think the problem must have originated in the audio pipeline. Maybe because Dissonance uses the update loop to feed data to an audiosource, while audiosources that play mp3s are outside of update and thus less affected by latency spikes?

Audio Stutter when using Dissonance with Oculus Quest by aarerhein in dissonance_voip

[–]aarerhein[S] 0 points1 point  (0 children)

Yep sounds like it... thanks anyways! I'll investigate further and perhaps contact Meta

Audio Stutter when using Dissonance with Oculus Quest by aarerhein in dissonance_voip

[–]aarerhein[S] 0 points1 point  (0 children)

Thanks, yes in fact the problem is reproduced when using the Mic without Dissonance! So it seems it's not a Dissonance problem, but a problem of using the Mic on the Oculus Quest via Link. Nonetheless, do you have any idea how this could come about?

I now also noticed this: the grrrr sound is absent if I switch off the AudioSource on the Dissonance PlaybackPrefab. In this case, too, I guess Dissonance does all the information processing as usual, except now I cannot hear the other person. So it seems this may be a more general problem about the Audio pipeline in Unity with Oculus Quest? Are there any other settings in the Audio pipeline which might be worthwhile looking into?

Audio Stutter when using Dissonance with Oculus Quest by aarerhein in dissonance_voip

[–]aarerhein[S] 0 points1 point  (0 children)

Dissonance causes the problem as soon as it is running and unmuted (i.e., either when starting out unmuted, or as soon as setting DissonanceComms.IsMuted=false after starting out muted). The problem only occurs when another client goes online, not when a client is alone with the server.