EDIT: Looks like the info I’m looking for is here:
https://docs.nvidia.com/cloudxr-sdk/usr_guide/cxr_server.html#running-openvr-applications-on-the-server
For anyone else looking, you’ll need to create a file called CloudXRClientDescriptor.txt in C:\Users<username>\AppData\Local\NVIDIA\CloudXR
This might’ve been easier to find if a common phrase like “Device Profiles” was used, but I’m glad I found it.
The issue I’m seeing now is any game that is launched before the actual client connects does not have audio. SteamVR has audio though. If the game is launched after the actual client connects, the game audio is fine. So far, I’ve only tested this with VRChat and Beat Saber, but it was consistent.
I’m looking to create a device profile for Quest 2 on a remote AWS instance, so I can pre-launch games for users of our service, PlutoSphere.
I’ve read the above blog post that describes what parameters are needed to create a device profile, and have found those parameters in the CloudXR logs.
However, I’m not sure what to do with them at this point.
deliveryType : 2
width : 1832
height : 1920
maxResFactor : 1.2
ipd : 0.058038
fps : 72
proj : -1.279942 1.279942 -1.191754 1.191754 -1.279942 1.279942 -1.191754 1.191754
ctrlType : 2
How do I get the CloudXR 3.2 server to load this profile on launch? Is it invoked using a server side launch option?
Our ultimate goal is to have VRChat already running when a Quest 2 client connects.