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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.

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    164 replies

    Up and Coming
    February 4, 2017
    Awesome! Ran the setup again with 3 sensors, just did a quick walk around but it looks very promising! Seems super stable so far, much better than before at least.  Also, thank you so much for the communication.  I cannot stress enough how thankful I am for these change logs.  I know what to look for and what to look forward to and am well informed.  Hope this happens more and more with Oculus.  Would be great to add change logs to Oculus Home itself so we can leave poor CyberReality alone! XP.

    Also I love the new look for Guardian.  When I would play dead and buried before, sometimes I would get too close to my boundaries when shooting, causing the circle to appear near my hand on the virtual wall. Well, you could not see past it. Causing you to blind fire.  The new window effect is amazing.  I love it.

    Thank you so much Oculus!  Keep up the great work!  And communication :)
    New Participant
    February 4, 2017
    Did the update, went right into a couple of games for a few hours.  Didn't notice any difference in tracking.  Still 80-90% good tracking with movement glitches from time to time).  I'm I suppose to redo the complete setup process?


    Up and Coming
    February 4, 2017
    I don't want to praise too soon, but my 2 hours play-session with the new update was way more stable than all of my play-sessions before with touch. I'll test it some more tomorrow, but it seems very promising.

    My third sensor on my USB 3.0 now also gets the "poor tracking" tag. But nevertheless it was much better than before the update.

    I hope the tracking will remain in such stable condition.
    Up and Coming
    February 4, 2017
    Sweet, more tracking fidelity is always a good thing.  I look forward to testing out the changes.

    That said, a minor bug I noticed with the in-game environment for Oculus Home; if you look directly behind at the bar (where the current version number is located) and just to the left, you'll notice a lighting effect around the corner that is clipping in and out of existence causing an unsightly flicker/shading effect.  

    Super minor, just putting it down here for posterity.  I do view that virtual hub room as my second office, after all! :wink:

    Thanks again for the continued effort Oculus!
    Up and Coming
    February 4, 2017
    @cybereality :  I didn't see it in the bug fixes but was wondering if the update addressed the issues when sensors were mounted upside-down.  I have a Mickey-mouse setup to hold mine upside right right now and was wondering if I could go back to upside-down orientation.
    "I'm not crazy about reality, but it's still the only place to get a decent meal." -Groucho Marx
    Up and Coming
    February 4, 2017

    TickTock said:

    @cybereality :  I didn't see it in the bug fixes but was wondering if the update addressed the issues when sensors were mounted upside-down.  I have a Mickey-mouse setup to hold mine upside right right now and was wondering if I could go back to upside-down orientation.


    I don't know what issues there were, but mine have been upside-down on the ceiling for about a week now without any problem.  Better tracking since today's update too.
    Up and Coming
    February 4, 2017
    If Oculus App 1.11.0.335615 (1.11.0.335772) is the update, nothing has changed for me, except some grafical improvements. Maybe it´s better than nothing or more worse things... I hoped they would kill that OVRservice restarter thing. 
    I think steamVR don´t like the new update. 
    Inspiring
    February 4, 2017
    Ok, mine just updated without any notification(!). I checked version number and its 1.11 now.
    Let the testing commence :smiley:
    Up and Coming
    February 4, 2017
    Am I the only one here that likes the rug to be curled up?

    Btw mine says 1.11.0 but there has not been an update warning, must've updated in the background.. The "can't find your sensor" bug is back again now though.. It was gone before.
    It says "Error. Something went wrong. We're working on getting it fixed as soon as we can. (OVR49108750). Referenced device missing position: headset (197****)"
    Which is very strange (and annoying) because all of the tracking works fine, and when I do reset position, it shows both sensors