As with any good game console, the Oculus Quest and Meta Quest 2 headsets are meant to work without a Wi-Fi connection. This sort of thing is a staple for consoles – especially ones that come in a more portable form factor – but many Quest owners will know that this feature doesn’t always work as expected. That’s especially true since Facebook accounts became a requirement for Quest users.

Example: If you have an Oculus Quest or Quest 2 and have been trying to use it to play games for the past few days, chances are you haven’t been able to do much with your headset. That’s because of a weird issue that affects both Oculus and Facebook accounts, even preventing players from logging into their account at all.

While this might make sense for an online-only title that requires an active account to play, it makes absolutely no sense on a headset with games already installed. If you’re a Quest gamer who just wants to play one of the best Oculus Quest 2 games already installed on your headset, you could only do that if you first log in with your Oculus or Facebook accounts.

When Quest headsets have an active internet connection, they log into the Meta servers before doing anything else. If that account check fails, everything else fails too.

Let’s say you want to take your Quest on vacation, but don’t want to connect to the hotel’s Wi-Fi. That would be fine, as the headset would recognize that it’s offline and can’t check with the Meta servers first. The only hurdle you will face is that you cannot play online games with other people. Total expected behavior.

But what happens when you connect to Wi-Fi? Well, when Quest headsets have an active internet connection, they check in to the Meta servers before doing anything else. If that account check fails, everything else fails too.

I previously wrote about this exact issue in October when Facebook’s servers went down worldwide. While that may have rendered Quest headsets useless for six hours or so, this most recent account issue has, in the case of some users, rendered Quest headsets useless for days. Comments on our social media accounts have proven that this isn’t just a widespread problem; it’s also one that lasts a lot longer than it should.

As I mentioned in the October paper, these kinds of problems are completely avoidable if Meta implemented just one simple solution: real offline play.

Oculus App Library with Quest 2

Credit: Nicholas Sutrich/Android Central

Of course, you would never experience this problem if your Quest wasn’t connected to a Wi-Fi network, but that’s an unreasonable request. If I turn on a Quest headset and have games installed on it, I should be able to launch them all. Checking the validity of accounts is something that must be done whenever I try to play an online game or jump to the Oculus store to download or update a game.

While Meta is still working on disconnecting Facebook accounts from the Quest experience — a process that’s incredibly complex and, I suspect, probably partly responsible for what happened this week — the company really needs to empower its users. to play installed apps and games whatever their account status.

If I turn on a Quest headset and have games installed on it, I should be able to launch them all regardless of my account status.

After all, when I buy games, I expect to always have access to my library. That’s especially true if I already have them installed on my system. People who have had their Facebook accounts banned also run into the same problem: they lose access to everything they’ve ever bought, and that’s just not okay.

I suggested the possibility to Meta, but the company declined to comment on the statement previously given to Android Central:

“The vast majority of accounts have now been restored. Anyone still experiencing a problem is encouraged to contact Oculus Support.”

While that will almost certainly fix a user account, it doesn’t solve the broader problem. Meanwhile, because of this massive oversight which isn’t an issue on any other existing console, users won’t be able to play games they own, and that’s the real crux of the problem.

There are many issues here with licensing and other types of similar controls. I fully understand that these issues are complex and require complex solutions and agreements with developers and publishers, but these are conversations that need to take place.

In the era of DRM – that’s Digital Rights Management – developers and publishers understand that gamers can’t always be online. That’s why games require occasional check-in to make sure you’re not using a pirated version. That is beyond the scope of this article, but it is a workable solution. After all, everyone in the industry does it.

Meta, it’s time to fix this once and for all. As far as we know, it will take even longer to fix the following issue than this.

This post The Oculus Quest needs a true offline mode

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