![]() In 2018, he released the separate mobile version for Gear VR and Oculus Go. In 2016, he released the PC version which is available on Steam and the Oculus Store. He started building the software in 2014 when Facebook acquired Oculus. I interviewed Godin in our virtual studio recently (see above) about developing Virtual Desktop and the relationship with Facebook. ![]() Godin turned to the sideloading platform SideQuest to release a patch for the product which essentially unlocked the feature for buyers who wanted it. Facebook blocked the feature, though, citing comfort concerns. Godin first released the wireless PC VR streaming feature for Virtual Desktop on Quest shortly after the headset’s release in May 2019. You can find Virtual Desktop on SideQuest here and instructions for how to use the sideloading platform here. You’ll also need to use SideQuest to patch Virtual Desktop and unlock the PC VR streaming feature. To experience it, you’ll need the requisite hardware and the Oculus Store Quest version of Virtual Desktop which is usually priced around $20. The first public beta version with the new update is 1.9.6, and there are still a few more bugs to work out, according to Godin. I saw numbers in this range while testing a prerelease version of the Virtual Desktop update. Godin suggests some people with a good VR-ready graphics card, router, the right game and an uncongested Wi-Fi network could see motion-to-photon latency clocking between 30 and 40 milliseconds via the streaming feature. A number of factors could contribute to latency between the wireless Quest and the PC VR system. ![]() I think over time a wireless streaming solution will get better and replace cables for PCVR altogether, but it's not quite there yet imo.A delay in VR between your movements and what your eyes see of less than 20 milliseconds is generally considered comfortable. That being said, remote controlling your PC to browse or watch videos through the headset is really slick. Everyone's setup is different, so your mileage may vary, but it's not quite as responsive as it is with Link and moreso with Quest games running directly from the headset. 95% of the time the video stream is solid, but it does hiccup/stutter on occasion. It's ok for games that do not require fast reaction times, but can be limiting in games that are more action oriented. If network speeds are optimized (hard wired PC and 5g wifi) is their any more noticeable latency with VD than there is tethered with Oculus Link? I do have an optimal network setup and unfortunately latency is noticeable even after trying different encoding settings. You can also long press the Oculus button to recenter your view as if you were in the Quest OS, whereas with Link re-centering doesn't work as easily/consistent. So essentially there are 3 layers (Oculus Quest > Oculus Link/Rift > SteamVR), does using the SideQuest version of the VD app cut out the Oculus Link/Rift layer, potentially improving stability/performance? It does cut out the Oclulus Link/Rift layer for an overall smoother experience. To play SteamVR games now I have to be tethered and initialize SteamVR using Virtual Desktop (the built-in Oculus Rift function, not the 3rd party app). Will updates to the Oculus Quest OS require re-sideloading VD? Is it likely that this workaround will also get removed by Oculus or they find a way to prohibit sideloading? I've read that Oculus recently cracked down on Virtual Desktop being able to officially support streaming SteamVR games and the way around this is to buy VD from the Oculus store, but instead of installing it from there you sideload a version of VD with SideQuest that supports SteamVR. Now I'm looking for ways to play SteamVR games untethered, but have a few questions/concerns. Recently picked up a Quest and loving it so far. Edit: I purchased VD and sideloaded it, below I've bolded answers to some of my own questions after trying it out.
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