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 ........
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.
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.
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.
@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...
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:
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
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.
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.
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.
I also have the problem of height when you play for a while, or you get very big and you do not get to the ground, or you become very small and you cross the ground.
I have sent all of this to oculus support via the web.
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.
I'm not impacted yet, but I'm sad in advance as I'll be possibly (probably?) impacted when I'll receive my third sensor (my pessimistic side)...
Those tracking glitch seems really to be a calculation error or an approximation in the calculations, added possibly to a logic approach mistake, nothing related to USB unless you have specific message saying it like "poor tracking".
Currently each sensor seems to have its own references and values, and disagree each others, so we see differences (height glitches or Touch tracking glitch) when one sensor is selected as "Master" by the system, leading to this "quick-and-dirty" height fix you see.. This is pretty clear seeing Alehandoro video when he stay few seconds facing front or behind sensors... IMHO this "Master" sensor management don't seems to be the good logic approach...
Instead of trying to patch all that Oculus devs should restart the configuration process from scratch IMO, possibly with new devs team to have a fresh point of view, and, for example, asking users to keep one Touch depressed above head in all corners of the play area (instead of just the center), or just to walk slowly with the headset to cover all corners of the play area. That will allow them to compute one flat ground array used as reference for all sensors (deducing ground from our height number we entered).
Yes, easy to say from this side of the monitor 😉 I hope they will react accurately and quickly.
Hello everybody, Since this update, with my dk2 i have problem. Always notification about my sensor not found but it work. Now in game, i have many lags and texture problem due to this problem, update early all work like a charm.
I have repair, uninstall, reinstall but problem persist
ok, so last night I ended up REALLY high up in Home.. was playing unspoken for about 20 minutes and when I finished and headed back to home I was looking down on the screens and could see eye to eye with my avatar in the top right hand corner.. slightly annoying but better than the nausea inducing flicker.. here's hoping that the next patch addresses this one.
Just wanted to say that I had major issues with the whole game jumping at least once a min if not more often and other general controllers tracking issues, but now I have have no tracking issues or scene jumping anymore! I do have the same issues others report with a slow growing taller over time. Overall I am really happy that this update proved to me there are some software issues that can be resolved, I was starting to think my PC had serious hardware issues or something before this update.
I would like to add that it's horrible that so many new people have been affected by the new Patch. I've been one of the unlucky ones who had been suffering with height and lateral glitching for over 5 weeks. Luckily the new patch has actually for the most part fixed the majority of my tracking issues so at least I can enjoy my VR gaming again. I am getting the growing taller bug that has been reported but after I reset the height it seemed to stay stable. Hopefully the next patch can sort everyone out and not just a select few at a time!
What a mess, I had great tracking now I have a shifting guardian system and a shifting height issue that needs constant resetting. Tracking also seems worse. I hope it's patched soon.
I was running 4 sensors before the update now down to 3. I cannot get it to work with 4 sensors no matter what I do. It does however seem to work better with 3 sensors than 3 before the update. But I did lose some play area. Hoping for a fix to get back to 4 sensors or an option to roll back the update.
I'll spare everyone the screams of outrage here... but seriously, I get it that patching something like this is insanely difficult. Is there a way to roll back? It would appear to me, based on the rollout schedule announced on this thread, that you can have some players on .10 and some on .11.
Personally I was very happy with .10. I had some initial issues but I solved them by rehoming the sensors to different controllers. Now? Now I have no options!
I got the update and now I cant install any of the updates for the games I have like Dead and Buried and Sculpt. Customer support went into hiding....no answers?! Just same dumb questions, did you reboot, check internet connection, antivirus conflict, blah blah blah , this is pissing me off
Never had any issues prior to 1.11 Always had smooth tracking and 180+ degree tracking was spot on.. Since 1.11 tracking is a nightmare.. Jitter and jumps all over the place!! Please do a rollback or a very fast hotfix as this is unaccaptable!
Pre 1.11 tracking wasn't perfect but good enough, now it's very poor. Rearranged my entire setup last night to get the front two sensors within 5-6ft, no improvement whatsoever. Will send logs tonight, please rollback until this is fixed.
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.
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.
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.
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.
You DO NOT want THIS update. It's not good. Be glad you're not on 1.11 yet
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.
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.
in first i thought the patch improved alot of things.. like the annoying height shifting glitch.. that is totaly gone.. but like always there is a but... 😉 I now am supertall in games..so i am at the cieling.. or i am super small in games.. like 10cm on the floor.. so some games or experiences are totaly unplayable.. today i had some friends over..en wanted to show them some vr.. most of the things were unplayable.. only thing was working correct was superhot..
i did the setup again.. but the problem persist.. i am on 3 sensor set up.. i have the rift from the start.. but i have more problems then fun with it.. when it works it is a blast.. but when it doesnt.. it is al frustration.. i think i am back to console gaming for now..till they sort this shit out...
I purchased that new racket game today & its really good apart from my touch completely glitching out & ruining the experience. Yesterday the guardian system shifted to the ride several feet & I also ended up too high in home so had to set it all up for the millionth time. I'm just amazed at the state of affairs, just endless issues I'm fed up with it.
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:
Unbelievable, first the right hand tracking issues giving me a headache for months. I even stopped defending oculus when people came play and the issue occurred, ”Yeah if you want perfect tracking you will need a vive, this more like PSVR”. Simply cba to defend Oculus anymore. And now the height issue.
Should have bought a vive a year ago!!!! Would have had a flawless experience since than
I am still getting the sensor disconnects, so aggravating. Running a 1 sensor stock setup in an Innatech PCIe 3.0 card. I disable the power management after every boot.
Seems to happen to me after opening the Oculus software the second or third time throughout the course of the day. First time is always good to go. I can tell when it is going to show disconnected, as there will appear in my notification tray a message that I can safely remove the sensor. Always I have to reboot the PC to get it back.
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 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.
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.
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.
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.
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)
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.
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?
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?