Skip to main content
Inspiring
February 3, 2017

Rift 1.11 Release Notes

Features

  • You can now choose to skip updating the firmware on your controllers when repeating Oculus setup.

  • Improved visibility of Guardian System boundaries with better hand animations.

  • Improved instructions for Oculus sensor positioning during setup.


Bug-fixes

The following key user-facing issues have been addressed in the 1.11 release:

  • Improved experimental roomscale and experimental 360º support.

    • Fixed calibration issues for multi-sensor configurations and Guardian System setup.

    • Fixed tracking issues with Touch controllers that resulted in tracking judder or loss of hand location or hand orientation in VR.

    • Fixed sensor issue which prevented Touch controllers from being detected.

    • Fixed stability issues with floor height in VR.

  • Improved Guardian System.

    • Fixed stability issue with Guardian System boundaries moving when the Rift headset wasn’t in use.

    • Fixed tracking issue where Touch controllers weren’t detected by Guardian System.

    • Fixed reliability issue with Guardian System boundaries triggering too soon.

  • Improved Oculus Rift and Touch setup.

    • Fixed visibility issues with VR screen for adjusting Rift headset lens position.

  • Fixed search issue with Oculus Store and Oculus Library in the Oculus software.

    This topic has been closed for replies.

    164 replies

    Participant
    February 6, 2017
    Seems like jitter is less and more stable on 1.11 and 2 sensors BUT suddenly got the increased height and my whole guardian system shifted over which I had never had before the update, had to redo to get it back to normal, hoping it doesn't happen again ........
    Participant
    February 6, 2017


    For anyone experiencing issues, please upload your LogGatherer log zip file so we can take a look.
    https://forums.oculus.com/community/discussion/33792/how-to-get-logs-for-bug-reports-for-consumer-rift-1-3/p1
    Also, feel free to reach out to Oculus Support to we have a record of your case. Thanks.
    https://support.oculus.com/


    I did exactly as you suggested and submitted a ticket listing my issues with height changes and bad tracking after this last update and all I got back from support was a copy pasted answer about distributing the usb load and how to setup experimental 3 sensor layouts. Can we have a way to revert to the last version of oculus sorfware which was working almost perfectly for me while you guys fix this terrible updated version?

    Also, when i attempted to respond to the support ticket telling the rep that their response was not helpful at all i got a message saying that their mail box was full, I guess I'm not the only one submitting tickets for this broken update.
    New Participant
    February 6, 2017
    Hi all. I don't know if it's related to 1.11, but I noticed that I now cannot finish the Steam roomscale setup.  In the part where you draw the outline for the chaperone, the system can detect my headset and two controllers (when I move them or rotate them, their position changes on the screen in real time).  But when I press the trigger to mark the boundaries of the chaperone, the trigger press isn't registered, whether in normal mode or standard mode.  I previously had no problems with it, which made me wonder if it had to do with the Oculus Home update 1.11.
    New Participant
    February 6, 2017
    I've already added my voice to the forum but here's a calmer version. I have been using 3 sensors with great glee for the past month. This update has ruined it completely. It doesn't work to such a massive extent that it seems incredulous to me. I'm profoundly fed up of the pre-order culture that is beginning to creep into hardware. If you must mess with software constantly please give users the option to choose a version that works for them. I don't take any pride in losing my temper but is it any wonder? Corporate arrogance and a lack of integrity.
    Honored Contributor
    February 6, 2017
    @real360rumors That's a Steam issue. You need to put something on the captor inside the headset to continue the process.
    Edit : As far as I know it's a Steam issue, honestly not sure, but I saw people getting rid of this problem like I described. Also : Why do you want to do the Roomscale Configuration in SteamVR? People usually configure it as standing only, and rely on Oculus Guardian to avoid having 2 systems checking walls...
    “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
    Inspiring
    February 6, 2017

    lamamanx said:

    Huge height issue. I start off being able to touch the floor, but after 20 min Im about 20 CM above the floor. After that it keeps getting worse until I cant stand it any more then reset all senors and rerun the setup. This was never an issue before 1.11


    Same here. The update has basically swapped out erratic height glitching with a slow height growth that can only be cured by rerunning sensor setup. :angry:
    Participant
    February 6, 2017
    Looks like I can fix the height bug by just redoing the height in Oculus, but need to run room setup again in SteamVR when playing Onward.....big pain seems to keep coming back and affecting a lot of other people
    Up and Coming
    February 6, 2017
    The best test that I have found is going into Medium and spinning around (carefully) while drawing a spiral.  This shows me that, even with a 3 sensor setup, there are still jumps in the clay following the 1.11 patch.
    Honored Contributor
    February 6, 2017

    jsondag said:

    Here is a video of what happens to me now.

    https://www.youtube.com/watch?v=AKFIxy4KQHo

    My hands are pressed together as I'm moving, and I'm making smooth deliberate movements. The hands are bouncing around at random times and not tracking well with each other. Sometimes one hand even stops moving.

    This didn't happen before the update. It was perfectly smooth, and they tracked together perfectly. With 4 sensors I had great coverage in my 2.5mX2.5m area, and even outside of it. Now it's glitchy which really breaks immersion. I want the old version back.

    I'm perfectly willing to work with oculus on resolving this, if there is any information you need, or if you'd like to use me as a tester or anything, I'm willing to help. I'm a systems engineer myself, so I'm pretty experienced troubleshooting software, and hardware.


    That is the exact same thing I am getting. 
    Up and Coming
    February 6, 2017

    lovethis said:


    jsondag said:

    Here is a video of what happens to me now.

    https://www.youtube.com/watch?v=AKFIxy4KQHo

    My hands are pressed together as I'm moving, and I'm making smooth deliberate movements. The hands are bouncing around at random times and not tracking well with each other. Sometimes one hand even stops moving.

    This didn't happen before the update. It was perfectly smooth, and they tracked together perfectly. With 4 sensors I had great coverage in my 2.5mX2.5m area, and even outside of it. Now it's glitchy which really breaks immersion. I want the old version back.

    I'm perfectly willing to work with oculus on resolving this, if there is any information you need, or if you'd like to use me as a tester or anything, I'm willing to help. I'm a systems engineer myself, so I'm pretty experienced troubleshooting software, and hardware.


    That is the exact same thing I am getting. 


    Same.