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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.
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146 replies

Honored Contributor
March 1, 2017

Thot said:

Very good 1.12!! My issues with 4 sensors are 95% solved!!!
Only again i can move as fast as i can hand for throw a genade in onward for exemple, if movement too fast it's not seen, so my grenade fall on my foots :( maybee it's my usb or processor can hold the flow of information from sensor ... 


Could also be the game itself as devs need to code how the throw movement should be, and pretty sure they don't use real life speed for throwing but a tuned down version as I can see in HHH3, Toy Box, Dead & Buried, etc. so that mean you have to throw slower than in real life to reach a certain distance.
“Dreams feel real while we are in them, it's only when we wake up that we realize something was strange.” - Dom Cobb " Be careful, if you are killed in real life you die in VR too. " - TD_4242 I7 10700K,  RTX 4070 TI Super, 64GB DDR4 3200Mhz, Oculus Rift CV1 and Quest 3
Participant
March 1, 2017

Thot said:

Very good 1.12!! My issues with 4 sensors are 95% solved!!!
Only again i can move as fast as i can hand for throw a genade in onward for exemple, if movement too fast it's not seen, so my grenade fall on my foots :( maybee it's my usb or processor can hold the flow of information from sensor ... 

Its not your computer. No panic. Dante told me there will be some fixes soon in the future patches later after the coming update. He tries to implement the rift support as good as the vive. He just needs more feedback. So to everyone who plays onward send feedback to the steam website of onward in the comments section. Oh and btw the ladder climbing is planed too ;)
Inspiring
March 1, 2017
Thx guy, happy to read you
Up and Coming
March 1, 2017
Your throwing your grenades on onward to hard if there landing by your feet just a light lob releasing half way through the throw
Up and Coming
March 1, 2017
STILL waiting!!! (friend lives 25 miles away got his few days ago.....must be struggling to cover the distance!)

New Participant
March 1, 2017
Any chance you can remove the annoying "does not meet minimum specifications"  notice for 970M&980M? They are both more powerful (or at least as powerful as) than GTX 960, which is the new minimum requirement.
Or just give us a way to completely remove the notice regardless the card used.
March 1, 2017

hyno111 said:

Any chance you can remove the annoying "does not meet minimum specifications"  notice for 970M&980M? They are both more powerful (or at least as powerful as) than GTX 960, which is the new minimum requirement.
Or just give us a way to completely remove the notice regardless the card used.


Well the M versions of the cards are not really supported. 

As other side - big improvement so I am back to where it was before:) Still feel like there needs to be a bit more work as it still sort of "jumps" once in a while, but at least it's playable. I had to put the rift down for a few weeks because it was just making me sick watching my hands, body, and the world jump around soo much. Need to do more testing, but a good 80% improvement over 1.11 release.
March 1, 2017

hyno111 said:

Any chance you can remove the annoying "does not meet minimum specifications"  notice for 970M&980M? They are both more powerful (or at least as powerful as) than GTX 960, which is the new minimum requirement.
Or just give us a way to completely remove the notice regardless the card used.


oculus tray tool has an option to remove it as far as i remember, its a freeware you can google it
Up and Coming
March 1, 2017
Can anyone confirm DK2 is okay after the update?
Participant
March 1, 2017
man. waiting for the update is killing me. now Robo Recall is out and don't wait to play it because of 1.11