Details regarding the v3.2 release of CloudXR

Hi everyone – we’re excited to have released CloudXR v3.2 this week! This is a big update and it includes several highly requested features from our partners and customers.

Key updates include:

  • Support for pre-configuring the remote server with a client profile
  • Networking-focused client APIs to get and set
  • Swift support for iOS development
  • Oculus Quest 90hz support

For more information about these new features, visit the latest technical blog. We’re always looking for feedback and can’t wait to see what you build.

Hi,

Trying to build for quest 2. v3.2

Is this the best dev. environment needed to build:

  • Android Studio 4.0 or later.
  • Android SDK 7.1.1 ‘Nougat’ (API level 25) or higher.
  • Android build tools 28.0.3
  • Android NDK 21.4.7075529
  • OpenJDK 1.8n
  • Google Oboe SDK 1.5.0
  • OVR Mobile SDK 1.46.0

??

Thanks,

Keith

@keith.hudson
Those are the requirements for building the sample CloudXR client for the Meta Quest2 HMD.

Please be sure to follow the instructions regarding the location of the libraries and renaming of libraries within the project directory.

Jeremy

Anyone have a sample build of Cloud XR 3.2 for Meta Quest? I don’t want to create one and just want to see if it’s working in general.

Hi,

We are testing cloudXR 3.2 and the client crashes or we lose connection after a short period of time.

Client Device
Oculus Quest 2

Server :
Steam VR : 1.15.12 and it was the same with the latest version
Windows 10 Pro Version 21H2 19044.1826
Windows Feature Experience Pack 120.2212.4180.0
Processor Intel Xeon Processor (Skylake, IBRS) 2.99 GHz
RAM 16.0 GB
Nvidia driver version : 472.98
GPU model : Nvidia Grid V100D 8Q

Steps to reproduce
Launch the cloud xr server
Launch steam vr
Connect the client
Launch vr application on the server
wait and it will crash after a short period of time

Here are the logs on the server (-v -t -tle) and client (-v -t -tle -tqs) + client application
server_logs.7z (72.6 KB)

Here’s the client log :
client_logs.7z (821.1 KB)

Here’s the application apk
cloudxr.apk (17.8 MB)

Seems that i have the same problem on a complete 5G Network

Tested with a customer.
Public IP with port forward Fail with 3.2 (all needed port opened and tested with Cxr 3.11)
Public IP with DMZ OK with 3.2
seems that there is a problem on some ports

Edit: problem appear on Oculus Quest2 - Not on Android Smartphone

Hi
@wcannady
any news about the 3.2 connection problem?

We’ve noticed some symptoms of connection problems that we’re still tracking down concerning vGPU VMs. Is this session hosted within a VM? If so, is it using vGPU or passthrough? Which version of vGPU are you running?

Hi
yes all under VM but with two different installation with same result

  1. Tesla T4 over VmWare Vsphere 6.7 - vGPU under grid license 13.1 - Windows 10 pro
  2. A test under Unraid hypervisor with RTX3090 in Passthrough - Windows 10 pro and latest RTX drivers

The 3.2 function properly only with DMZ setup (impossible in the VmWare customer Datacenter)

A quick update on this subject:

We’ve discovered a bug in vGPU that prevents CloudXR 3.2 (and CloudXR 3.1) clients to connect properly/at all to servers hosted on vGPU. A workaround is to enable pass-through on the VM if possible or revert back to CloudXR 3.0.

Regarding cloud providers, this will impact Azure instances which leverage vGPU “out of the box” to support fractionalized workloads. This does not appear to impact AWS instances.

Ach!

Big issue, we are working on R&D project for the two biggest Ita Telco company
and all the hypervisor are VmWare in Telco Datacenter, with shared Tesla T4 (Two Vm’s for GPU).