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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

    Up and Coming
    February 13, 2017

    I am actually having the height glitch now and having to reset the height, though it only takes a min and solved but still annoying that almost everyday I have to do it again.  FYI you don't have to redo setup completely to fix height. just go to devices and hit the drop down and there it is :smile:


    It would be even less annoying if we didn't have to take off the headset to do it.  Everything you can do from the PC window should be accessible from from the headset (except, perhaps, setting up the guardian boundary - this is the only time you should need to take off the HMD).
    "I'm not crazy about reality, but it's still the only place to get a decent meal." -Groucho Marx
    Participant
    February 13, 2017






    Turning my head in Oculus Home alone makes me Sick. (The IMU Tracking seems to be delayed, and drifts unless I keep my head completely still



    Docsteel said:

    a slight "swimmingness" to the HMD 


    I noitced that while being in Oculus home after the previous update already. But I wasnt sure if something had changed or if it was just me... It was just a sick feeling from looking around in home, I had never experienced before.

    Maybe I got used to it, maybe it is gone for me. I wouldnt notice it anymore, at least not without looking for it.


    I've been noticing this lately too.  Even a few weeks before the patch I started getting that swimmy feeling.  Looking around with the HMD used to feel spot-on, but now it feels sluggish.  


    I noticed that too.
    February 13, 2017

    Mradr said:


    JesseDeya said:


    JesseDeya said:

    Thanks for these, looking forward to getting the patch rolled out in my area. Any idea what the release schedule is by region?



    SuperTuck said:

    Regional release or staggered is fine as long as the customer has the option to force update or enroll in the software Beta. I usually have to wait days for any update, which is currently frustrating when I am having issues this patch may resolve.



    dougchism said:

    Want to try this out tonight but haven't received it yet! 



    GibStorm said:

    A few days, seriously? :(



    jukesters said:

    why not put the update out on a torrent so we can share it?


    You hearing this Oculus?


    Please keep in mind the update may take a few days to propagate to everyone. If you haven't received the update yet, nothing is wrong. Please hang tight and wait a bit longer. Thanks.


    We respectfully disagree.

    It's Saturday morning here and 24hrs since the patch first started rolling out. Not even sure if I'll be able to use my Rift this weekend because Oculus chooses the ridiculous release method. If it wasn't such an important update (fixing basic functionality issues) we wouldn't be so vocal, but Oculus should be bending over backwards to get this out to everyone as soon as possible.

    Yeah, it's not a matter of life and death, it's not going to save the world, but at the same time you can't tell me your servers can't handle the load the 3-4 million Oculus owner out there - you're owned by Facebook for crying out loud.


    The dude likes to cry idk xD


    I think he has a point, especially considering that there aren't 3-4 million Oculus owners, there's maybe 400,000... that is not much to deliver an update to.
    New Participant
    February 14, 2017
    Please till you patch this, kindly provide us with a way to roll back this latest extremely buggy 1.11 update.

    We are loosing customers and it is clear it was never tested on VR-ready laptops, that now as a result of this update, they provide buggy, continuously interrupted tracking as well as quite poor frame rate.
     
    Before this latest update rift+touch were working great, now simply they don't.
    Participant
    February 15, 2017

    Seems like the code 31 problem is gone with this release on my system...

    Issue was, HMD gotten sometimes disabled only after booting/rebooting windows. So the HMD was reported as USB 2 instead of USB 3 in that case. Another reboot fixed that issue most of the time.

    Since 1.11. that problem seems to be history. (Intel Z87 USB3 ports)

    Thumbs up and fingers crossed...

    Up and Coming
    February 15, 2017
    Maybe Oculus can set up some way to opt in or something like that for new releases. It is quite obvious that internal testing is not good enough to gather information on the possible success or failure of a new release. The wide array of computers out there has a very big impact on this it seems. Internal testing is possibly set up for success in stead of failure, I don't know.

    I will happily be a guinea pig for such testing but there are many people that would not and can't understand why things just don't work. for those people, to save them the agony, they can opt out of a new release until there is feedback from the community that t either works, or it doesn't.

    I think it could be kinda like nVidia does their driver releases. You can choose to install or not and you can wait and see if there is some sort of fundamental problem based on community feedback. This would surely be an easy way to avoid huge backlash from the community that either doesn't understand the development process or doesn't care for it, either way, it's an unhappy customer for no good reason.

    I get it though, people just want it to work, and that is the optimal scenario, but that's simply not the case here currently and it certainly won't be the last product that has development hiccups. But I think to force it on the user, I think that's the bigger crime. Development woes aside, I think that's the least Oculus can do, especially since it just seems like the various releases really has their ups and downs.

    Of course simply having a way to roll back is the way forward, but getting major releases out to the public of course it is important to get that onto systems and see how it works. Really the idea there is that you let the user decide if they even want to try it out or not without even having to worry about possibly rolling back to the previous version.

    Participant
    February 16, 2017
    Not sure if there was another patch in between first 1.10 and this 1.11.
    At least for my config the client doesn't loop crash anymore. The loop crashes were caused because my Phenom II X6 can't do SSE4.1 - now ASW works also with my CPU and AMD RX480.
    Thanks for that - it was a pain. Unfortunately your release notes said nothing about fixes in ASW?
    Up and Coming
    February 17, 2017

    mazpri said:

    Not sure if there was another patch in between first 1.10 and this 1.11.
    At least for my config the client doesn't loop crash anymore. The loop crashes were caused because my Phenom II X6 can't do SSE4.1 - now ASW works also with my CPU and AMD RX480.
    Thanks for that - it was a pain. Unfortunately your release notes said nothing about fixes in ASW?


    I am surprised you can play it on w/ that.
    Inspiring
    February 17, 2017
    Mine just updated..  1.11.0.335615 (1.11.0.343615)  

    Release notes?
    Inspiring
    February 17, 2017
    Same here