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Inspiring
October 11, 2023
Solved

[UNRESOLVED as of May 30, 2024] - Quest 3 Controller Tracking Issues

update May 30, 2024: There have been no updates/improvements to controller tracking since Meta Support marked this as solved! Community consensus seems to be that this issue stems from hardware/software limitations with the controllers, specifically the method of tracking (as a software developer working specifically in the machine learning and computer vision space, I agree that this technology is not particularly robust enough to handle some types of movement). If you play games that require fast hand movements and/or dynamic hand positioning, I would recommend not buying a Quest 3, unfortunately. I've heard some anecdotes regarding improved tracking with the Quest Pro controllers, but the improvements are marginal at best - not worth the additional ~$300 for minimal performance gains IMO. My personal recommendation is to stick to Quest 2. Not to detract from the various improvements that the Quest 3 has brought (e.g., color passthrough w/higher resolution, better hand tracking, higher overall hardware specs compared to Quest 2, etc.), but Quest 2 controller tracking is significantly better than the Quest 3's. Ideally, my hope is that Meta will push an update that allows for pairing Quest 2 controllers with the Quest 3, but as of right now, that's just a pipe dream as Meta has given no indication of making these headsets/controllers backwards compatible. While I'm (naively) hopeful that things will change, realistically speaking, I have 0 expectations and a lot of disappointment.

 

tl;dr: I've had a Quest 2 for almost 3 years. I received my Quest 3 today and was very excited to use it. Controller tracking performance is much worse than the Quest 2, at least in the context of games where you swing your arms as fast as you can. This was not a problem for the Quest 2 (unless controllers were physically damaged, e.g., hitting a wall, dropping them, etc.). Don't buy if you play games like Gorilla Tag, Beat Saber, Synth Riders, or any of the other games mentioned throughout this thread!!!

 

Question:
Are there ways to modify the Quest 3's controller tracking such that fast hand movements won't be affected by the prediction-like behavior where the in-game hand moves farther than you swing? When I perform a baseball throwing movement with my hand/arm, the tracking will not keep up and it ends up losing my hand's position for a fraction of a second, causing my in-game hand to be positioned farther away than my hand actually is (this is not an issue with Quest 2 controller tracking).

 

Details/Context:
I primarily use VR for exercise, and I mostly play Gorilla Tag. Gorilla Tag is a game where you play as the upper half of a gorilla, using your arms as your means of locomotion. Basically, you use your arms as if they were your legs, and you can run, climb trees, wall-run, etc. It's an infection-based tagging game where you join a lobby of up to 9 other people, and the game will randomly select a player to be the first tagger. The tagger(s) will continue tagging until everyone in the lobby has been tagged (infection-style), and then a random player will be selected as first tagger; this pattern just continuously repeats.

While the learning curve is pretty steep to play at a high level, there is a growing community of players who are very competitive (approx. 10-20k players based on the communities I participate in - Competitive Gorilla Tag on Discord and Gorilla Tag Competitive on Discord). As a prominent member of this community, people have been seeking my feedback on whether or not the Quest 3 is worth it. While I feel that a majority of the new features are amazing, I have had issues with the controller tracking.

Gorilla Tag is an active game where you're constantly swinging your arms as fast as you can to travel around the map(s) to avoid being tagged. The primary player base for the game is Quest 2 users. Aside from physical damage, most players have not had any problems with controller tracking on the Quest 2, aside from when the controller goes out of the tracking range of the headset (as expected). 

However, the Quest 3 controllers lose tracking during medium-fast to fast hand movement (medium-fast: like playing catch with a friend; fast: throwing a baseball as hard as you can). The consequence of this in the context of Gorilla Tag is that your in-game arm extends to the game's max arm length frequently, causing your hand to collide with the wall/tree/ground and launch you away from the surface. This is a big issue for games/activities involving fast-paced hand movement as it's not nearly as reliable as the Quest 2 controller tracking performance. 

TheAntiSocializer
Honored Contributor
October 24, 2023

Hey everyone, I've connected with the team and they are actively investigating tracking issues like you've mentioned. We'll be working to improve performance, especially for competitive players in games like Gorilla Tag, Supernatural, IB Cricket, and Eleven Table Tennis. We expect to roll some of these improvements in the upcoming releases.

Sometimes it's okay to be a little Bing Chilling

531 replies

wilsonbradley
Up and Coming
May 31, 2025
i7-9700K, 32GB, RTX 4080 Super, Type-c to Type-c - Quest 3 - 512GB Steam & Oculus/Meta User name: WilsonInVR
FireHawkX
Participant
June 1, 2025

Yeah there exists grip/knuckle straps for the pro controllers 🙂

I got those : "Silicone Grip Cover for Meta Quest Pro, Protector Cover Compatible with Meta Quest Pro Accessories Touch Controller Grips with Knuckle Straps" from amazon canada for 25CAD and they are absolutely amazing! 🙂

I havent really had any tracking issues since i replaced the stock Quest3 that came with it... i do need to put a lot of lights even with those... and every 20h of use one might have some disconnect or glitch tracking... but its really not often in my case that its totally tolerable 🙂 -- In my case its for Beatsaber, I am now regularly doing expert+ tracks between 3 and 5 notes per seconds average, so its moving quite fast 🙂 

FireHawkX
Participant
July 5, 2025

I agree with everything you said above. I personally started with a Quest1 back in September, then got a Quest3 about 1.5 months later and immediately noticed how much worse it was than the original... Eventually got the Quest Pro controllers which made things a lot better (as long as the room is very brightly lit)... I'm curious what is the "fast expert" maps (what difficulty)... because I have been getting better and better at it over the past few months... now getting "SS" and "FullClear" semi-regularly on expert and expert+ depending on the songs... every once in a while there is one note that it "feels" like its going through... but anytime i watch the replay in slow motion i was generally 0.2 sec off too fast, too slow or a tiny bit off... 

I did notice however that if you swing the controllers extremely fast, then the computer tracking gets off and does weird movement... I tried finding out a way to increase polling rate (kinda like we do with mouse to get better smoother movement but never found the answer on how to do this) I also tried messing with some of the settings in the "oculus debug tool" but didnt really notice any differences...

Up and Coming
August 9, 2025

So, after 2 years all we got from META was a big fat F YOU community! Your problem, not mine!

Not only they marked the post as solved while everyone, even the title says it isn't.
They said they'll get back at us with that brown nose buffoon TheAntiSocializer​ who is now "Retired support" so don't expect anything from him.

The tracking didn't improve (OF COURSE THEY SELL POORLY DESIGNED HARDWARE FOR TOP PRICE, you can't solve it with a patch).
There is no sign it's gonna be solved.

And someone said you have to buy pro controllers for 400$ to have a slightly better experience LMAO.

Not only this, but the **bleep** controllers can't track if the headset is on or off and the "rest position" doesn't even work. I tried to put them in every position and even 3d printed an holder to hold them horizontally, but NO, you always find them with batteries discharged.

The only solution for me it's to remove everytime batteries so those crappy controllers don't suck up all the batteries.

Jeez, Quest 2 was much better at this point.

If there will be any Quest 4, I will wait 2 years to get it at low price and only if reviews are positive.

I suggest you to do the same.

New Participant
November 12, 2025

I still see weird controller tracking issues in meta quest 3 while playing IB cricket

New Participant
January 16, 2026

Also am struggling with this. These consoles aren't cheap and the fact that a lot of software purchasable on it contains high mobility actions, it's disappointing to see not much effort has been put into fixing it. I've gotten to the point where I've considered requesting for a refund. This is a 2-year-old problem. Take a moment to realise that a lot more needs to be done because it isn't going to disappear on it's own.

Participant
February 12, 2026

I haven't used my quest 3 for more than 6 months. I thought they would have fixed it by now but turns out nothing has happened. And it goes back into the storage room. I hate myself for buying this piece of **bleep**. 

Up and Coming
April 16, 2026

So, after 2 years all we got from META was a big fat F YOU community! Your problem, not mine!

Not only they marked the post as solved while everyone, even the title says it isn't.
They said they'll get back at us with that brown nose buffoon TheAntiSocializer​ who is now "Retired support" so don't expect anything from him.

The tracking didn't improve (OF COURSE THEY SELL POORLY DESIGNED HARDWARE FOR TOP PRICE, you can't solve it with a patch).
There is no sign it's gonna be solved.

And someone said you have to buy pro controllers for 400$ to have a slightly better experience LMAO.

Not only this, but the **bleep** controllers can't track if the headset is on or off and the "rest position" doesn't even work. I tried to put them in every position and even 3d printed an holder to hold them horizontally, but NO, you always find them with batteries discharged.

The only solution for me it's to remove everytime batteries so those crappy controllers don't suck up all the batteries.

Jeez, Quest 2 was much better at this point.

If there will be any Quest 4, I will wait 2 years to get it at low price and only if reviews are positive.

I suggest you to do the same

Up and Coming
April 16, 2026

So, after 2 years all we got from META was a big "WE DO NOT CARE ABOUT YOU"! Your problem, not mine!

Not only they marked the post as solved while everyone, even the title says it isn't.
They said they'll get back at us with that guy TheAntiSocializer​ who is now "Retired support" so don't expect anything from him.

The tracking didn't improve (OF COURSE THEY SELL POORLY DESIGNED HARDWARE FOR TOP PRICE, you can't solve it with a patch).
There is no sign it's gonna be solved.

And someone said you have to buy pro controllers for 400$ to have a slightly better experience LMAO.

Not only this, but the  controllers can't track if the headset is on or off and the "rest position" doesn't even work. I tried to put them in every position and even 3d printed an holder to hold them horizontally, but NO, you always find them with batteries discharged.

The only solution for me it's to remove everytime batteries so those controllers don't suck up all the batteries.

Jeez, Quest 2 was much better at this point.

If there will be any Quest 4, I will wait 2 years to get it at low price and only if reviews are positive.

I suggest you to do the same

Participant
April 16, 2026

I'm surprised how this big of an issue hasn't made it to the mainstream and people are still buying this. 

New Participant
August 25, 2026

How can you regress - not improve? We have to tell the truth to the players and feedback the tracking loss, that's the only solution for our games.
We are the devs of top 3 baseball game on the market, and we were trying hard to create a sword fighting RPG simulator next with huge budget rised from investors.

The tracking is literally so bad, after working on baseball game for years (We are a dev team) and heaps of tracking loss analysis - we came to a conclusion that the only way to help the players is to mark a tracking loss with a beep - and tutorial how meta quest 3 controller tracking is bad - to teach them they have to play baseball with HANDS almost always in front or side of the body - never behind. ridiculus, not mentioning that the same happens with movement being too fast no matter where the hand is. Imagine - playing baseball but not swinging too fast, forcing players to swing with short arc, and not too fast, in a game which demands wide and fast swings in reality - same with any fighting game we try to create. While catching and simulating the frames in between for fast movement in front is possible - doing so when tracking is lost in the beginning of each swing (closer to the side of the body/higher closer to the head) the tracking regains ONLY when the swing is literally ending already - making any prediction for precise hit of sports games like baseball, tennis, golf - impossible.

Honored Contributor
August 25, 2026

Coyote71​ You're commenting on a particular 2 year old problem that was solved.........2 years ago. Though, on Golf+ Walk About Mini Golf, Eleven Table Tennis etc, the tracking is perfect. If those developers did it, you should be able to do it. New games are appearing constantly that use those mechanics. It's likely you're doing something wrong. Ask the more experienced developers of the games mentioned, they might point you in the right direction. Btw, Meta are not here much any more, it is primarily a user only forum now. Not much point in ranting here . There is a developer forum. Here's a link to talk to a human support person at Meta, they might be able to help you talk to someone that can help. 

 

mailto:support@store.metamail.com

Maccyb