Wireless VR with Quest 2 and Air Link

  • I just got a nice new Oculus Quest 2 yesterday and tested Oculus's new/experimental wireless Air Link option. Actually works pretty well imho. The only problem I had running Aerofly FS2 (Steam version w/Vulkan rendering) was that I needed to run this in SteamVR mode for good results. Running it in Oculus mode gave terrible stutters, esp. with any head movement. With SteamVR the results were surprisingly very good. Pretty well the same as I get wireless w/Virtual Desktop (which also needs to run this and xp11 in SteamVR mode).


    I'm not sure if this problem is due to the Oculus sdk not playing well with Vulkan or AF FS2 Vulkan rendering. Since I did not have any problems running xp11 in Vulkan I suspect some of the blame may rest with AF FS2.


    I just thought I'd mention this for those trying the Q2 with Air Link. Cheers. :)

    Custom built gaming desktop; Win10 pro, i9 9900k (water cooled) oc to 5ghz, zotac rtx 3090, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd, corsair gold 750w psu, Asus ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, Vive Pro w/etsty gear VR lens mod, and Quest 1+2 (w/Link and wireless w/VD and Air Link). Asus VG248QE external 1080p 144hz gaming monitor.

  • This is the same bug I've mentioned several times in this forum and tagged the devs. To repeat it again:

    • The Vulkan renderer is broken over Oculus Link (and AirLink) when running the native Oculus build. It causes massive head-tracking lag, making things extremely choppy and dragging the world around with your head movements.
    • If you change to OpenGL, it works fine.
    • If you force it to run through steamVR instead of the native Oculus runtime, it also works fine with both renderers.
  • Are you opted into the Aerofly FS 2 Steam Beta or not?

    Yes, latest SteamVR beta 1.17.6. Plus latest nvidia driver 466.11 and all win10 h02 updates.

    Custom built gaming desktop; Win10 pro, i9 9900k (water cooled) oc to 5ghz, zotac rtx 3090, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd, corsair gold 750w psu, Asus ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, Vive Pro w/etsty gear VR lens mod, and Quest 1+2 (w/Link and wireless w/VD and Air Link). Asus VG248QE external 1080p 144hz gaming monitor.

  • This is the same bug I've mentioned several times in this forum and tagged the devs. To repeat it again:

    • The Vulkan renderer is broken over Oculus Link (and AirLink) when running the native Oculus build. It causes massive head-tracking lag, making things extremely choppy and dragging the world around with your head movements.
    • If you change to OpenGL, it works fine.
    • If you force it to run through steamVR instead of the native Oculus runtime, it also works fine with both renderers.

    Just tested this again a few minutes ago to be sure, and yep -- still the same behavior, even with the latest AeroFly beta. Graphics driver version makes no difference.

  • Oh well, at least both af fs2 and af rc8 with Vulkan both work best with my Vive Pro anyway. My Vive Pro w/Etsy Gear VR lens mod and Index controllers is my main ride with all my flight/racing sims. Thanks to the Index controllers, it's starting to be my main ride with everything else except Oculus store apps (don't like Revive). I still enjoy my Q1 and Q2 for standalone mobile VR, media viewing, and Oculus store apps w/Link and wireless w/VD and Air Link. Nice to have options.

    Custom built gaming desktop; Win10 pro, i9 9900k (water cooled) oc to 5ghz, zotac rtx 3090, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd, corsair gold 750w psu, Asus ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, Vive Pro w/etsty gear VR lens mod, and Quest 1+2 (w/Link and wireless w/VD and Air Link). Asus VG248QE external 1080p 144hz gaming monitor.