Quest 2 Steam Version using virtual desktop

Since Link cable is not working at all for me (keeps disconnecting or is not recognized at all) I tried setting it up with Virtual Desktop over Steam VR it seems to run fairly well but there is a decent amount of jitter, especially when looking out the left window to the ground, also if I move my head too fast it seems to be black in the direction I move and then load the image in which is a bit weird.

Virtual Desktop runs absolutely flawless with every other game, so connection should be good enough. Any other Oculus users with a similar setup? All the Quest 2 advices in the forums where referring to the link application, which shouldn’t be any difference because I use Virtual Desktop


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Virtual Desktop can’t utilize ASW or steamVR’s motion smoothing, so if you can’t maintain a high enough framerate without them, you’ll start seeing stutters and those black bars on the sides. The only assist VD gets is ATW provided by the Quest hardware, but that’s a lot less powerful than the ASW implementation that Link and Rift/Rift S use.

The reason you’re seeing this is because your framerate is too low. You need to get it running faster on your pc to clean up the visuals in VD. Also, using the steamVR build of OpenXR with Oculus causes some weird view distortion, and as far as I know there’s no fix for that at all until the devs deal with it.

I got Oculus Link working now with the same settings it’s a lot smoother than via Virtual Desktop but the image seems to be much blurrier than when using Virtual Desktop. Not quite sure why.

EDIT just tried some more things and settings, so far using the link cable together with steam VR gives me the best experience. Image quality is way better than with the oculus runtime, a few more distortions and a bit jittery image sometimes but realy minimal. Overall it’s the best i was able to achieve for now.

What are your settings in steam vr?

I have the same setup.

I can not get Virtual Desktop to work Wirelessly. When I pres CTRL-Tab i get a message saying that no headset i detected, even though i can see my sim i the headset. I just wont switch to VR :frowning:

I will be trying the Link Cable now!!! Even though the Cable breaks my immersion.

These are my in sim settings:

On steam I got the following, I was on 220% initially according to a guide here in the forums but I noticed 180 seems to run a bit smoother with no real impact on visuals.

Openxr is set to the following, with the runtime in the registry changed to SteamVR.

System Specs:

ASUS Rog Strix X570E-Gaming
AMD Ryzen 9 3900X
ASUS Rog Strix RTX2080Ti OC 11GB
32GB-DDR4-3200 RAM

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You need to enable SteamVR Beta branch and go into developer tab, ‘Set SteamVR as OpenXR runtime’

Yep, that’s exactly what I did. It works but the overall quality seems to be better with the link cable.

I get microstuttering with Link, IMO forcing motion smoothing trough SteamVR + ATW gives acceptable smoothness and for some reason seems to give more raw performance. Then again I have Quest 1*
I’m currently using a virtual HOTAS setup that works better with Virtual Desktop than with Link, look trough my posts if you are interested

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Hey, I am also currently checking out which setup and settings are best for my Quest 2.
I am wondering how you got SteamVR working fine with “OpenXR for WMR”. I thought it’s either the one or the other (set by runtime in registy)
 So if you set SteamVR as the runtime, the Developer settings in WMR should be neglected.
Do you use the Oculus Desktop software when using SteamVR and Link Cable? I actually have to 
or is there another way around?

I don’t fully understand the OpenXR Runtime thing yet and it seems to not be ready for commercial use if we are being honest, but for Virtual Desktop you need to set STEAMVR as the runtime (Beta version, under the developer settings tab), and for Link you can either do the registry method or use SteamVR. And I’ve found that if you don’t use WMR those settings do nothing

The openXR runtimes are just open-standard versions of the Oculus, SteamVR, and WMR runtimes. The goal of openXR is to try to make it easier to develop for any of these platforms, because prior to now, you had to build for all 3 for their native environments. They’re still platform-specific, but they’re more unified by conforming to the openXR standard.

The native Oculus runtime also supports the SteamVR runtime, by running it as a separate layer within Oculus. Sort of like a virtual machine inside an OS, if that makes it easier to visualize. Now with the openXR variants, something similar still applies, so for Oculus headsets you can choose to either run with the Oculus openXR runtime, or the steamVR one. They both work, though they each seem to have their own unique bugs.

As for changing which one is being used, any of the methods of doing so just change that registry key. Even the button you can press in steamVR. That’s all it does. I made a couple of .reg files that I’m keeping on my desktop for now that I can just double click to quickly switch from one to the other.

Hope that helps and doesn’t confuse more.

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