I am trying to use Hubs through Oculus Quest. So far I am extremely unimpressed. If I manage to enter one of the non-tutorial rooms without a hang, I might get slightly more impressed, but the audio is also pretty crap for me. Lots of weird static and glitchiness. Sometimes when I turn my head I lose tracking and the world jitters. I think WebVR is not a good substitute for native VR apps.
EDIT: Ok, I rebooted the headset (and switched from the Mozilla browser, “Firefox Reality”, to the native browser), and it seems to be working smoothly now. Not sure what the cause was of the issues before.
I finally made it into one of the rooms. I suspect I’m having performance issues? The tutorial room had 4 avatars and very few objects, and loaded fairly promptly. The other environments are more complex with more people in them. I’ve finally gotten into one of them, but it’s … bad. Audio is almost unusable. A lot of objects are failing to render. Tracking is hopeless. Movement is impossible.
I suppose I could try rebooting the headset and see if anything improves.
I tried taking a video to demonstrate the issues, but I seem to have hung the headset. I think the Quest probably just can’t do Mozilla Hubs with adequate performance.
It has no trouble at all with similar environments in native apps, so again I wonder if WebVR is to blame.
EDIT: Honestly I wish I could get a video of the truly comedic amount of problems this has caused the headset. First I got a dialog that “Oculus System” had stopped responding, then the dialog separated into two pieces at a jaunty angle to each other and the display froze. Then I tapped the power button, and got a dialog asking if I wanted to power off the headset, but I was unable to click any buttons. One of the controllers seemed to be tracking inverted from reality somehow (pointed along the opposite vector in VR from how the real controller was pointed.) The other one was sort of gently orbiting.
Honestly, I have found VR to be a pretty buggy experience overall, but this is definitely the worst behavior I have ever seen from this platform. It’s pretty funny.
I am trying to use Hubs through Oculus Quest. So far I am extremely unimpressed. If I manage to enter one of the non-tutorial rooms without a hang, I might get slightly more impressed, but the audio is also pretty crap for me. Lots of weird static and glitchiness. Sometimes when I turn my head I lose tracking and the world jitters. I think WebVR is not a good substitute for native VR apps.
EDIT: Ok, I rebooted the headset (and switched from the Mozilla browser, “Firefox Reality”, to the native browser), and it seems to be working smoothly now. Not sure what the cause was of the issues before.
Yeah, the whole platform is definitely still pretty buggy.
My experience was great after 30 initial minutes of chaos, and then I had an hour of pretty good conversation.
I finally made it into one of the rooms. I suspect I’m having performance issues? The tutorial room had 4 avatars and very few objects, and loaded fairly promptly. The other environments are more complex with more people in them. I’ve finally gotten into one of them, but it’s … bad. Audio is almost unusable. A lot of objects are failing to render. Tracking is hopeless. Movement is impossible.
I suppose I could try rebooting the headset and see if anything improves.
I tried taking a video to demonstrate the issues, but I seem to have hung the headset. I think the Quest probably just can’t do Mozilla Hubs with adequate performance.
It has no trouble at all with similar environments in native apps, so again I wonder if WebVR is to blame.
EDIT: Honestly I wish I could get a video of the truly comedic amount of problems this has caused the headset. First I got a dialog that “Oculus System” had stopped responding, then the dialog separated into two pieces at a jaunty angle to each other and the display froze. Then I tapped the power button, and got a dialog asking if I wanted to power off the headset, but I was unable to click any buttons. One of the controllers seemed to be tracking inverted from reality somehow (pointed along the opposite vector in VR from how the real controller was pointed.) The other one was sort of gently orbiting.
Honestly, I have found VR to be a pretty buggy experience overall, but this is definitely the worst behavior I have ever seen from this platform. It’s pretty funny.
I have personally found VR mozilla hubs worse than computer screen mozilla-hubs.
Had a similar experience—pretty disappointing tbh