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Inspiring
February 27, 2017

Oculus 1.12 Release Notes

  • Features:
    • In Oculus Store, you can now report user reviews as spam.
    • You'll no longer have to leave VR to finish installing new apps and games when they're done downloading if you have administrator privileges on your Windows User Account.
    • You can now mirror audio out of the Rift headset to your computer speakers, under Settings -> Devices in the Oculus app.
  • Bug-fixes:
    • Improved Oculus Home
      • Fixed issue with the appearance of Oculus Home on first launch.
    • Improved tracking quality with Oculus Rift and Touch.
      • Fixed several issues causing height and position to move while in VR. These issues were side effects of improvements made to recalibration in 1.11, especially in cases where one sensor was particularly far away. We improved that process to be smoother and more reliable. We will continue to work on further improvements in these areas.
    • Improved support for Unity content.
      • Fixed freezing and black-screen issues when switching back to an app or game from Universal Menu, or when un-pausing an app or game.
      • Fixed texture rendering and color rendering issues for certain types of overlays.
    • Improved support for Unreal Engine UE4 content.
      • Fixed flickering issue when Asynchronous SpaceWarp is active on lower-spec systems.
      • Fixed rendering efficiency issue with intermediate render targets.
This topic has been closed for replies.

146 replies

Inspiring
March 12, 2017
You could use this - https://forums.oculus.com/community/discussion/50439
This is my forum signature. There are many others like it, but this is mine.
Up and Coming
March 13, 2017
I noticed a slight bug.  There is a slight screen jump sometimes when moving and using the touch controllers.   This is also mentioned by another user.

 @breammaster as this is what he mentioned in another post... Every now and then, i notice the world shift ever so slightly. When it happens its usually after I've looked downwards and pressed a button on the touch. It's not something that i can replicate. It happens a few times each session. It never happened till 1.12. I recently also reinstalled windows. I've repositioned my sensors to bring them closer. Rerun setup many times. Anyone else notice this happening?
ASUS TUF GAMING X570-PLUS (WI-FI), Ryzen 7 3700x, 16 gigs ram DDR-4 3600 MHZ. SSD XPG 8200 pro 1 TB. WD Black 4 TB. Windows 10 PRO 64-bit. MSI VENTUS 3 RTX 3080 OC, Primary: MSI MAG274QRF-QD 2nd monitor: Acer Predator XG270HU 1440p@144 hz, Phanteks Enthoo Pro case. Corsair rm750x PSU. Rift S.
Participant
March 14, 2017
@e_m_d88 I know what you are talking about. It happens to me even without pressing any buttons and I also feel it is related to Touch, their visibility and movement. :) I believe Oculus is working on this issue already.
Inspiring
March 14, 2017
@breammaster as this is what he mentioned in another post... Every now and then, i notice the world shift ever so slightly. When it happens its usually after I've looked downwards and pressed a button on the touch. It's not something that i can replicate. It happens a few times each session. It never happened till 1.12. I recently also reinstalled windows. I've repositioned my sensors to bring them closer. Rerun setup many times. Anyone else notice this happening?
 ive noticed this happening too in arizona sunshine when trying to bend down to pick stuff up out of the back of vans and off the ground
Inspiring
March 14, 2017

XlordB said:

aChazmeister said:


I know this has been asked for before, but any chance we can have multiple tracking profiles in the next release?

Right now every time I swap between my single sensor seated setup and my Touch setup, which are in different areas of my livingroom, it means having to go through setting up the tracking every single time. With my Touch setup that can be particularly irksome because I don't have direct access to my monitor screen as I'm doing it. I have my sensors in fixed positions now, so it would be nice to be able to simply switch between tracking profiles when going from playing Touch games back to seated games and visa versa. Right now it means I have to dedicate my Rift play sessions to either one or the other, which isn't ideal.


are you unable to have your single seated experience within the roomscale setup? as in set up your sensors in your living room to include your sitting area. I have mine in constant roomscale and i can sit at my desk as if it was a single sensor experience. 


My computer and my Touch area are in two different places unfortunately.

My PC is up on a small balcony area that overlooks my living room space. The PC area is fine for seated stuff obviously but there's nowhere near enough room for any kind of Touch stuff. So I run extension cables over the balcony to the living room area below. It works fine but it means reconfiguring the play area every time I want to use Touch. Which, when I have to keep running up and down the stairs to do it as I can't see the screen from the living room, is a real pain in the arse.
Inspiring
March 14, 2017

Adinsx12 said:

@breammaster as this is what he mentioned in another post... Every now and then, i notice the world shift ever so slightly. When it happens its usually after I've looked downwards and pressed a button on the touch. It's not something that i can replicate. It happens a few times each session. It never happened till 1.12. I recently also reinstalled windows. I've repositioned my sensors to bring them closer. Rerun setup many times. Anyone else notice this happening?
 ive noticed this happening too in arizona sunshine when trying to bend down to pick stuff up out of the back of vans and off the ground


I'm also getting this with a single sensors setup when I play Elite Dangerous. Like a slight shift up or down every now and then. Not sure what causes it. Only started happening since this latest patch.
March 15, 2017
After trying to get max settings in NoLimits2 whilst running it with Virtual Desktop in background it has once again got stutters even with ASW supposedly disabled by Left CNTRL + Numpad 1. I have tried the OCULUS RESTART which had fixed this before and tried unplugging CV1 USB and in again and also trying the Configure Rift>Full Setup again. It is totally not playable and yet the demos are smooth. 


PLEASE DO GET RID OF ASW BY OPTION IN HOME.
AND STOP USING SSE4.2 CPU CHECK!
CV1 + GTX1080SC2 RUINED!
OVER £1100 WASTED.
Inspiring
March 15, 2017



XlordB said:

aChazmeister said:


I know this has been asked for before, but any chance we can have multiple tracking profiles in the next release?

Right now every time I swap between my single sensor seated setup and my Touch setup, which are in different areas of my livingroom, it means having to go through setting up the tracking every single time. With my Touch setup that can be particularly irksome because I don't have direct access to my monitor screen as I'm doing it. I have my sensors in fixed positions now, so it would be nice to be able to simply switch between tracking profiles when going from playing Touch games back to seated games and visa versa. Right now it means I have to dedicate my Rift play sessions to either one or the other, which isn't ideal.


are you unable to have your single seated experience within the roomscale setup? as in set up your sensors in your living room to include your sitting area. I have mine in constant roomscale and i can sit at my desk as if it was a single sensor experience. 


My computer and my Touch area are in two different places unfortunately.

My PC is up on a small balcony area that overlooks my living room space. The PC area is fine for seated stuff obviously but there's nowhere near enough room for any kind of Touch stuff. So I run extension cables over the balcony to the living room area below. It works fine but it means reconfiguring the play area every time I want to use Touch. Which, when I have to keep running up and down the stairs to do it as I can't see the screen from the living room, is a real pain in the arse.


Thats why i made this tool @Chazmeister
https://forums.oculus.com/community/discussion/50439 ;
This is my forum signature. There are many others like it, but this is mine.
Inspiring
March 15, 2017

elboffor said:


#snip#


Thats why i made this tool @Chazmeister
https://forums.oculus.com/community/discussion/50439 ;


Great stuff! I'll have a look into that, thank you.
New Participant
March 18, 2017
I've been having a problem getting my oculus to show video for sometime now. I don't know what caused it, but I did get it working again.

It was not USB connections as some have described. I have a 4K 65" OLED TV/Monitor and:
2x1070 GTX and 4K Bridge from MSI and latest NVidia drivers as of today.
64GB RAM Corsair Dominator
3x512GB Samsung PRO SSDs in RAID 0
MSI God Like Gaming Motherboard
6900K  (8 core, 3.2 GHz) overclocked to 3.8 GHz
Latest Audio Drivers using the onboard audio
Latest BIOS updates for the motherboard
wireless USB keyboard and mouse from Logitech
Game pad plugged into USB (I don't like cordless game pads)
No headphones for playing games using USB I use old fashion 1/8" jack.

At a point, I had to set my resolution to 1080p to use the oculus rift otherwise my computer screen went blank and nothing worked display wise and I had to restart using the button on the computer case. This was when I first got my headset and 4K screen.

I've been working with Ryder at Oculus Support and they could not figure out the problem. Everything showed up in the oculus panel as being detected and correctly connected, but no video. They wanted me to check for kinks in cables, unplug then plug everything back in. Check pins on the HDMI connection make sure they were not bent.

I disabled windows defender because that did cause Forza Horizon 3 (FH3) to crash. I know my VPN I use for work also caused FH3 to crash. I got the latest windows update on March 17, 2017 and that did not change anything either.

I finally disabled SLI and my headset worked.

It is clear now that none of the oculus rift games use SLI. Project Cars supports SLI but the settings are the same as before when SLI didn't have to be disabled and there is no change in the performance.  War Thunder is also SLI but I now know it is not support with the oculus rift.