I love it when games surprise me the way A Knight In The Attic did.
Not to discount the fun that comes from VR’s most popular genres, but this felt like something I’d never seen before. At PAX East 2023, I played the first 20 minutes of an early demo build of A Knight In The Attic, set to release April 13 on Meta Quest and PC VR.
In A Knight In The Attic, you unravel the mysteries housed within a dusty attic. With a very light narrative that centers around the Arthurian Legend’s femme fatale, Guinevere, this game maintains a mystical sensibility that really drew me in. In fact, playing the demo at Mighty Yell’s booth at PAX East, I completely lost myself in the game. The convention’s chaotic cacophony melted away as I explored the tilt maze-inspired world.
This is a great example of a game within a game. Your character is interacting with magical items in an attic. There’s scrolls that doll out tutorials, drawers that require keys to unlock, and a jar to catch fireflies, but the star of the show is the world of Camelot. Presented as a tilt maze, you hold and move the maze in your virtual hands the same way you would in real life.
There’s a twist, though. Instead of a marble, you’re rolling Guinevere around the maze. And instead of a plain wooden maze, you’re rolling Guinevere around the world of Camelot. The gameplay is quite engaging, with obstacles and challenges that provide clever twists beyond just avoiding walls and holes. Striking a good balance between challenge and smart checkpoints, it’s no pushover, but it also never treats the player unfairly. Extra collectibles also really encouraged me to put my skills to the test, though I only happened upon one or two during my time with the game.
After progressing to a certain point, you’re drawn out of the tilt maze aspect and encouraged to interact with other objects in the attic around you. This demo did a great job of balancing each side of its gameplay to keep you not only engaged, but continually searching for the next key, puzzle or objective.
My only concern is with the game’s narrative. Yes, it’s based on a fairy tale and aimed at all audiences, but it felt a bit sparse. One of the game’s main collectibles is optional scrolls that expand Knight’s story, but I never felt pulled into the story or even sure enough of what was going on to feel compelled to grab the scroll beyond the extra challenge.
Narrative complaints aside, I’m interested to see how A Knight In The Attic’s gameplay continues to evolve when the full game releases this month. Keep an eye out for more thoughts on the game in the coming weeks.
If you're a PC gamer, or have yet to get your hands on a PS5, and are interested in the PSVR2, you need to know whether or not it will work on other hardware.
The team behind social VR viewing app Bigscreen today unveiled a thin and light PC VR headset that not only promises a few intriguing enthusiast-grade specs, but also a custom-made fit based on a 3D scan of your face. In short, it’s a big first for the VR veterans, who are responsible for one of the most beloved VR content viewing platforms.
Called Bigscreen Beyond, the $999 headset presents an interesting set of features which are squarely aimed at PC VR enthusiasts: dual OLED microdisplays offering 2,560 × 2,560 per-eye resolution, pancake optics, and 6DOF SteamVR tracking support.
The company is billing the tethered PC VR headset as the smallest and lightest of its kind, weighing in at just 127 grams and measuring less than 1-inch at its thinnest point.
Image courtesy Bigscreen
Bigscreen Beyond starts pre-orders today, priced at $999. Ostensibly, Beyond is targeting PC VR users who likely already in the SteamVR ecosystem but want something thinner and lighter than the last generation of headsets, such as Valve Index. Notably, the headset doesn’t include the requiste SteamVR tracking base stations or SteamVR-compatible controllers like the Valve Index controller or HTC Vive wand—you’ll have to purchase those separately.
The reasoning: Bigscreen founder and CEO Darshan Shankar says the VR software studio wanted to build “the VR headset we wanted for ourselves.”
“Today’s leading VR headsets have doubled in weight compared to headsets from 2016. We built Beyond because we felt VR was too heavy, bulky, and uncomfortable,” Shankar says. “We invented new technologies to increase comfort, and developed ultra-high-end components like OLED microdisplays and pancake optics to increase immersion. To deliver the best software experience for watching movies in Bigscreen, we also had to build the best hardware with Bigscreen Beyond.”
Image courtesy Bigscreen
Like many forthcoming VR headsets, Beyond is able to slim down thanks to the inclusion of pancake lenses, which Bigscreen says are a three-element optical design composed of glass, plastic polymers, films, and coatings.
Paired with two OLED microdisplays, each with a resolution of 2,560 × 2,560 pixels, Beyond boasts a high fill-factor with its 7.2-μm wide pixels and RGB stripe subpixels, resulting in what the company says eliminates the screen door effect—when the non-illuminated spaces between pixels make it seem like you’re viewing VR content through a screen door.
Resolution alone doesn’t tell the whole story, although for reference Valve Index is 1,440 × 1,600 per-eye, Meta Quest Pro is 1,920 × 1,800 pixels per-eye, and Pico 4 is 2,160 × 2,160 pixels per-eye.
Another one of Beyond’s big enthusiast-grade features is owed to Bigscreen’s ability to customize the fit of the headset to each user, which will be done by doing a one-time scan of the user’s face using an iPhone XR or more recent Apple mobile device. The dedicated Bigscreen scanning app is said to measure the shape of the user’s face and the position of their eyes, which allows the company to form a facial interface a unique to the individual and determine interpupillar distance.
The hand-washable facial interface is said to provide “even weight distribution, zero light leakage, and aligns the eyes and optics correctly.” Additionally, glasses wearers will have to spring for custom prescription lenses that magnetically fit into Beyond, as glasses do not fit inside the small form factor.
Although it ships with a soft strap, users can also spring for the optional audiostrap. We haven’t confirmed pricing for that yet, however we’ll update once we do.
Image courtesy Bigscreen
Granted, some things we’d consider ‘nex-gen’ are notably missing from Beyond, such as eye-tracking, face-tracking, optical 6DOF tracking, and the ability to use it wirelessly. As the first VR headset from a long-time VR veteran though, Beyond does check a lot of boxes for users such as simulator fans, and anyone looking for a better long-term VR media viewer.
Bigscreen Beyond is slate to ship in waves based on region. Preorders, which are fully cancellable and refundable up until shipping, are set to ship in the United States sometime in Q3 2023.
Second wave shipments will begin in Q4 2023 in Canada and Europe including the United Kingdom, Germany, France, Spain, Netherlands, Italy, and Belgium. A third wave of will come sometime in late 2023, including Japan, Australia, New Zealand. The company says Beyond will be available in more countries and regions in 2024.
Check out the spec sheet below:
Bigscreen Beyond Specs
Display Resolution
5120 x 2560 pixels (2560 x 2560 per eye) cloed at max 90Hz
Field Of View (FOV)
93° HFOV x 90° VFOV
Pixels Per Degree (PPD)
28°
Interpupillary Distance (IPD)
56mm-74mm accommodated (fixed IPD per device, 58mm-72mm)
Optics Type
Custom Pancake Optics
6DOF Tracking
SteamVR Tracking (aka Lighthouse)
Version
V1.0 or V2.0 Base Stations. Not included.
Controllers
SteamVR controllers (ex. Valve Index, HTC Vive). Not included.
Full-Body Tracking
SteamVR trackers (ex. HTC Vive Tracker, Tundra Tracker). Not included.
Audio
Not built-in (USB C port for Audio), or optional Audio Strap
Ports
USB-C accessory port (USB 2.0)
Microphone Input
Stereo microphones
PC Connection
DisplayPort 1.4 (video) and dual USB 3.0 ports (power, data)
Accessory ports
USB-C (USB 2.0 speed)
Cable
5-meter custom fiber optic cable and Link Box
PC Requirements
CPU
Quad Core Intel or AMD
GPU
Nvidia RTX 2070 or AMD RX 5700 XT or newer (DisplayPort 1.4 and DSC required)
It’s been a pretty decent year for VR so far, but there’s still a huge number of games releasing for Quest, PC VR and PSVR in the second half of 2022.
We’ve compiled a list of every confirmed title below — while some have confirmed release dates or months, there’s quite a few games without a specific date yet. Some just have a season or vague release window, but many others are just scheduled for 2022 without any other specifics.
At the very end, there’s a few games we know are in development, but without any indication of release window. Even if unlikely, a lot of these titles could hypothetically be a surprise release before the end of the year — fingers crossed.
2022 VR Games
Kayak VR: Mirage (June 28) – PC VR
A visually arresting take on kayaking in VR, this physics-driven experience lets you take part in single-player exploration and races across several stunning environments.
Wands Alliances (June 30) – Quest 2
Cortopia Studios follows up on its multiplayer spell-battling game with a new title that features 3v3 matches. Pick your spells and jump into arenas to magical combat with a tactical twist.
Vail VR (Beta, July 1) – PC VR
Competitive VR shooter Vail will be going into beta in July after an extensive alpha testing period.
Moss: Book II (July 21) – Quest 2
While already available on PSVR, this follow-up platformer starring adventurous mouse Quill will come to Quest 2 towards the end of July.
The Twilight Zone VR (July 14) – Quest 2
The Twilight Zone VR will launch with three different tales (or ‘episodes’), each essentially a mini story, that span different genres and are handled by different writers, much like a serialized TV show. A PSVR version will release at a later date — no word on potential PC VR or PSVR 2 releases just yet thought.
Nerf: Ultimate Championship (August 25) – Quest 2
Nerf: Ultimate Championship brings foam bullet action into VR as a team-based multiplayer first-person shooter. You’ll be able to choose between different blasters and play across control point and arena modes, with some parkour mechanics thrown in for good measure.
The Chewllers (Summer, Early Access) – Quest
This four-player co-op game will see you stand atop a tower, covering all angles as the horde or Chewllers approaches. Upgrade your weapons and repair your tower between waves to hold out as long as possible. The game will launch in early access for Quest this summer, with PC VR and PSVR releases planned later down the line.
Requisition VR (Early Access in September) – PC VR
When it launches this fall, NFL Pro Era will be the first officially-licensed NFL VR game, available for Quest 2 and PSVR. It will include all 32 professional NFL teams and will let you embody the quarterback during gameplay.
Espire 2 (November) – Quest 2
This sequel will offer more sandbox stealth with some new features and mechanics, alongside a brand new second campaign designed for co-op multiplayer. It will release in November for Quest 2, but no confirmation for other platforms yet.
Among Us VR (Holiday) – Quest 2, PC VR
Among Us VR brings the viral multiplayer game into VR, where one player embodies the impostor and must murder the other members without arousing suspicion or being discovered. It’s coming to Quest 2 and PC VR during the 2022 holiday period, but there’s no specific date just yet. A PSVR 2 release has also been confirmed for when the headset launches — whenever that may be.
2022 VR Releases – Date TBC
Bonelab – Quest 2, PC VR
This highly anticipated follow-up to 2019’s Boneworks is the next title from Stress Level Zero, launching this year for Quest 2 and PC VR. Bonelab is an action-adventure physics game with a brand new story and “two years of innovation and interaction engine progress” from Boneworks.
Red Matter 2 – Quest 2
Red Matter 2 will pick up right after the first game ended, taking you back to the mysterious planet plagued by horrific anomalies. You’re now on a rescue mission, searching for an old friend, with more environmental storytelling and puzzle solving. While it’s coming to Quest 2 this year, there’s no word on PSVR or PC VR releases just yet.
The Walking Dead: Saints & Sinners – Chapter 2: Retribution – Quest 2, PC VR, PSVR
This Walking Dead follow-up game is set to release on all major headset platforms late this year, giving players a chance to step back into the world with a new map and weapons — including a gore-inducing chainsaw. A PSVR 2 release is also confirmed, but not until next year.
Gambit – Quest 2, PC VR
This co-op VR shooter will see you complete heist-style missions, shooting and looting with your friends through a 20+ hour campaign. It’s coming to Quest 2 and PC VR this year, but no confirmation of other platforms yet.
Killer Frequency – Quest 2
This will be the first VR title developed by Team 17, the acclaimed studio known for the Worms franchise. However, don’t expect a Worms-like game here– instead, this horror-comedy is set in the mid-US in the 1980’s, and casts players as a local radio host that must help the citizens of a small town avoid a mysterious masked killer.
Peaky Blinders: The King’s Ransom – Quest 2, PC VR
Based around the titular characters of Netflix fame, Peaky Blinders: The King’s Ransom is being developed by Doctor Who: Edge of Time studio Maze Theory and set for release later this year on Quest 2 and PC VR. It looks like a PSVR 2 release could be in the works too, but we’ll have to wait a bit longer for full confirmation it seems.
What the Bat
What the Bat is a VR follow-up to the flatscreen title What the Golf from Denmark-based studio Triband. You’ll have a bat in either hand, but you won’t be playing baseball — instead, you’ll do just about anything else. The game is coming to Quest 2 and PC VR later this year.
Ziggy’s Cosmic Adventure – Quest 2, PC VR
Ziggy’s Cosmic Adventure is an immersive pilot sim, where you’ll need to balance between ship combat and management while rocketing through space, coming late this year to Quest 2 and PC VR.
Propagation: Paradise Hotel – Quest 2
A sequel to Propagation VR, this single player horror sequel will see you fight in new encounters with all new mechanics. The game will release on “all major VR platforms” but Quest 2 is specifically confirmed for later this year.
Broken Edge – Quest 2, PC VR
This stylish multiplayer game will see two players go head-to-head in swordfighting combat. Developed by Trebuchet and published by Fast Travel Games, it’s coming to Quest 2 and PC VR later this year.
Hubris – PC VR
This stunning VR shooter is coming to PC VR later this year, with Quest and PSVR versions in the works as well.
Dyschronia: Chronos Alternate – Quest 2
The latest game from Tokyo-based MyDearest will see you play as Hal Scion, who will use his ability to access people’s memories to investigate the murder of a futuristic city’s founder. It’s coming to Quest 2 this year, with no confirmation of other headsets yet. It will be an episodic release split in three parts, but the studio aims to have all episodes release by the end of the year.
Paranormal Hunter
You’ll team up with up to four players in this ghost-hunting multiplayer title, set to release in early access for PC VR sometime this year.
Tea for God
After a long time available as a work in progress on Itch.io, Tea for God will properly launch for PC VR on Steam later this year. No news on whether the Quest version will see a similar full release anytime soon though, but keep an out.
Trial by Teng – PC VR
Solve puzzles and work off your ‘Karmic debt’ as you try to work your way out of hell in this satirical VR title, coming to PC VR headsets sometime this year.
Ultimechs – PC VR
Ultimechs is a pretty simple concept: it’s soccer, but instead of kicking the ball, you’re firing rockets at it from a giant mech. While the game is coming to “major VR platforms”, it’s only confirmed for release on PC VR later this year.
Ruinsmagus VR – PC VR, Quest 2
Play as a novice wizard to become a spell-wielding Magus through 26 narrative-drive quests with full Japanese voice acting. Originally set for a spring release, Ruinsmagus is coming to Quest and PC VR sometime this year.
These games are ones we know about, but have absolutely no release date — not even a rough year window.
It’s hard to say whether most (if any) of these will launch this year, but it’s not out of the realm of possibility, hence why we’ve included them.
Assassin’s Creed VR – Quest
Rumored to be titled Assassin’s Creed Nexus, we’ve not heard much about Ubisoft’s upcoming Quest title that will bring the famed franchise to VR for the first time. It could surprise launch later in the year, but we wouldn’t count on it.
At the earliest, that means a launch sometime this year, but at the latest, it means a launch by April 2023 . However, it’s still possible the game gets delayed past that — we’ll just have to wait and see.
Horizon: Call of the Mountain – PSVR 2
While not a confirmed PSVR 2 launch title, Call of the Mountain’s release date obviously hinges on when PSVR 2 itself will release. And yes, it’s looking increasingly unlikely that PSVR 2 will launch in 2022 — 2023 seems much more likely now.
But hypothetically, Call of the Mountain could be a PSVR 2 launch title if the headset released this year. Don’t hold your breath though.
Grand Theft Auto: San Andreas – Quest 2
Since it was announced last October, we’ve heard nothing about GTA: San Andreas on Quest. There’s a slim chance it launches later this year. Fingers crossed?
HeliSquad: Covert Operations – PC VR, Quest 2, Pico Neo Link 3
Only recently revealed, there’s no release window for this helicopter game coming from Warplanes studio Home Next Games.
Onward 2
While Mark Zuckerberg seemingly confirmed Onward 2 is in development, we’ve heard nothing since and there’s been no official announcement yet either. There’s a chance it could be announced and launched later this year, perhaps at Connect, but it’s hard to gauge how far development is.
Splinter Cell VR – Quest
All we know about this game is that it’s part of the Splinter Cell series and it’s coming to Quest — nothing else. It’s hard to see this releasing in 2022, given Assassin’s Creed seems likely to come first, but with so little information, it’s hard to know either way.
Resident Evil 8 VR & Other PSVR 2 Titles
As we covered above, it’s unclear when the PSVR 2 headset is launching. While a 2022 window is increasingly unlikely, Sony has yet to comment properly on the exact release.
A Valve design patent filing may reveal its rumored ‘Deckard’ headset.
Valve Index, the company’s $999 tethered PC VR kit, has now been on the market for almost three years. It still has best-in-class tracking and audio quality but its 1600×1440 resolution has been surpassed on both the low end with Quest 2 and the high end with headsets like HTC’s Vive Pro 2 and Varjo Aero.
Evidence of a new headset codenamed Deckard was discovered in September by YouTuber Brad Lynch (SadlyItsBradley) in a SteamVR driver. Deckard is the surname of Blade Runner’s protagonist and likely a reference to Steam Deck. Last year, when asked directly by The Verge whether Steam Deck’s chip could be used in a standalone VR headset, Valve product designer Greg Coomer said it would “run well in that environment” and “it’s very relevant to us and our future plans”. In February, Valve president Gabe Newell described Steam Deck as a “stepping stone” to high performance standalone VR, but noted “we’re not really there yet”.
Ars Technica said its sources confirmed Valve had at least two VR headset concepts in the works which diverged over time, with one requiring a PC and tracking base stations but the other operating standalone with onboard compute like Quest.
The evidence from Lynch suggested Deckard is the standalone headset. He found a “Standalone System Layer” option in the hidden ‘Valve Internal’ menu tab of SteamVR, as well as a Linux-only binary referencing Deckard which he says tells the device to boot to a default application. Valve’s distro of Linux is called SteamOS – it’s what Steam Deck runs.
Lynch also noted that a driver called VRLink was added to SteamVR with code referencing a Wi-Fi 6 driver, and this update actually temporarily broke some HTC Vive wireless setups. These findings suggest Deckard will have PC VR streaming functionality similar to Quest’s Air Link and Virtual Desktop. A new finding from Lynch this week suggests SteamVR will make it easy for PCs with Wi-Fi to create a hotspot directly to the headset – something Meta seems to plan to do with a USB dongle.
Today, a Valve design patent application filed in December titled ‘Head Mounted Display’ was made public by the US Patent & Trademark Office. It depicts a wireless headset with a different design to Index, but with a similar off-ear speaker setup and rear strap adjustment knob.
It’s notable that the front of the headset lacks any kind of detail. It doesn’t show the cameras or photodiodes that would be expected for positional tracking. That’s because this design patent filing actually seems to be focused on the strap system of the headset and its ability to be adjusted for various face and head shapes – the patent isn’t about the headset’s technical design.
Despite that focus, there are hints in the patent text that the depiction may be standalone: “The harness may couple to a rear housing disposed at the back of the HMD. The rear housing may accommodate various computing components of the HMD.” There’s also a line that backs up Lynch’s findings about wireless PC functionality: “In some instances, the images may be output by an application or computing device communicatively coupled to the HMD.”
Ars Technica’s September article noted that Valve had begun dedicating its manufacturing lines to the Steam Deck portable console, so doubted the company had the capacity to also ship a new standalone VR headset at scale in the near term given the ongoing global chip shortage. But nine months later Steam Deck has now shipped. Could Valve be getting closer to a reveal for its next hardware?
3.24% of Steam users used a VR headset in May, by far an all time high. But why the sudden jump?
Companies like Meta, Valve, & HTC don’t reveal hardware sales figures. The Steam Hardware Survey remains the most reliable indicator of PC VR’s adoption. The survey is offered to a random sample of Steam’s userbase each month. If you choose to accept, it uploads your PC specifications and peripherals. Before March 2020 the survey relied on headsets being connected via USB at the time of sampling, but Valve changed it to scan your SteamVR logs from the past month.
Valve compiles this data to present the overall percentage of Steam users with a VR headset, as well as the relative usage share of each headset model. Since the survey method was changed the previous all time high for VR users on Steam was 2.31% in March 2021. But the data for May 2022 released on Friday shows a dramatic and unexplained jump to 3.24%.
What caused this? On Friday we reached out to Valve for clarification but we haven’t received a reply.
Could a clue lie in another section of the Hardware Survey? In May the number of users on Steam with their language set to Simplified Chinese dropped 3.38% in absolute terms. Given Steam’s monthly active userbase is 132 million, that’s more than 4 million China-based users dropping off the survey compared to April.
Given none of the most popular VR headsets used on Steam are sold in China, sampling a userbase with fewer Chinese users should result in a larger percentage of VR users. This could explain the all time high VR stat – though it’s unclear what actually caused the reduction in Chinese users in the first place, and the number of Chinese users was also around 22% in November 2021.
Another possibility is that Valve was somehow undercounting VR users and corrected this for the May statistics. We’ll update this article if we get a response.
Joy Way confirmed that multiplayer is coming to Stride for Quest and PC VR via Steam in June, with more details to come soon.
The developers announced the news via Reddit, accompanied by a new trailer showcasing the multiplayer mode in action.
As you can see in the trailer embedded above, you’ll be able to play with a number of different players, performing parkour moves across various maps. You’ll also seemingly be able to choose from a number of different outfits for your avatar and interact with other players in some non-parkour capacities.
In a comment on Reddit, Joy Way said it will share more details on the mode next week. There’s no details on multiplayer launch date for PSVR yet, with the launch next month seemingly targeting PC via Steam and Quest platforms only. It’s unclear whether the Oculus Store release for PC VR will also receive the multiplayer update in June as well.
Multiplayer has been a long time coming for Stride. Joy Way first began testing it in Alpha on PC almost a year ago, in June 2021, with plans to later bring the mode to all platforms. That test involved a mode called ‘Zombie Horde‘, which was essentially a version of tag where a group of players were cast as survivors and another group as zombies. The latter have to chase and tag the former — the last survivor standing was the winner of the round.
Just earlier this month, Stride was restored to the Quest store after it was made unavailable for over a month, as part of a move from Meta to unlist apps with “financial entities” based in Russia. You can find more details on that story here.
However, the Quest 2 and PC VR version also differ from each other. While both stem from the original flatscreen version, the Quest 2 release is a slightly abridged, streamlined version of the game, designed to work better on the standalone system.
This upcoming PC VR version, however, is a complete port of the original game. According to Incuvo, this includes “a wider terrain to explore, higher graphic fidelity, and different UI and mechanics yielding an even more immersive survival experience”
You can watch a new story trailer for the PC VR release embedded above.
“After two years of work we are thrilled to launch our game on Steam. The decision to split the PCVR and Quest launches was right, over these few extra weeks, we managed to polish important elements in the game to make it worth the wait,” said Incuvo CEO Andrzej Wychowaniec in a prepared statement.
The Public Test Channel of the Oculus PC app fixes Oculus Link juddering on Windows 11.
Oculus Link is a Quest feature which lets the device act as a PC VR headset, either wired via USB or wirelessly via your home Wi-Fi network. While it works as advertised on Windows 10, if you try it on Windows 11 you may see a constant distracting – and even sickening – juddering effect. The issue had existed since the release of Windows 11.
Yesterday we reported on a Tweet from Meta Reality Labs “Consulting CTO” John Carmack apologizing for the issue still existing. “We think we have a handle on it, and an update is in the pipeline, but I can’t say exactly when it will land”, he wrote. After publication we were contacted by readers pointing out this fix actually already shipped in the Public Test Channel.
To enroll in the Public Test Channel navigate to the Beta tab of the Settings of the Oculus PC app, then wait for the update to finish downloading. I tried this today and found it did indeed fix the constant juddering issue.
However, I did still experience an occasional judder I don’t remember happening on Windows 10, and that I don’t experience when using the paid 3rd party alternative to Air Link Virtual Desktop.
If you use Windows 11: does the Public Test Channel fix the juddering for you? Which works better for you: Air Link or Virtual Desktop? Let us know in the comments below.
Oculus Link is a Quest feature which lets the device act as a PC VR headset, either wired via USB or wirelessly via your home Wi-Fi network. While it works as advertised on Windows 10, if you try it on Windows 11 you may see a constant distracting – and even sickening – juddering effect.
Six months after the release of Windows 11 and Meta hasn’t released an official fix, with the company still recommending Windows 10. Still, 17% of Steam users have already upgraded. For those who need to access Oculus Link on Windows 11, there is a strange but functional workaround:
1) Open the Oculus PC app
2) Open the Oculus Debug Tool (ODT) in the oculus-diagnostics subfolder of the Support folder of your Oculus Rift software directory (by default this is C:\Program Files\Oculus\Support\oculus-diagnostics)
3) Click Service at the top, then click ‘Toggle console window visibility’
4) When asked if you want to restart the Oculus service, click ‘Yes’
You need to keep the console window that appears open and focused for Link to work without juddering. Do not close or minimize it.
Annoyingly, to close the Oculus software you’ll need to repeat these steps to toggle the console window to invisible again. And when you want to use Link again, you’ll need to again follow the steps to make the console visible.
I should note that Virtual Desktop, the paid 3rd party alternative to Air Link, doesn’t have this issue. Developer Guy Godin frequently updates the application to support the widest possible range of PC hardware and software configurations. On Windows 11 with a Wi-Fi 6 router Virtual Desktop performs perfectly for me, with no workaround needed.