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Added third sensor and now my tracking is jumpy

Anonymous
Not applicable
I got my third sensor and I've followed the instructions, but the experience is jumpy with it. Its like I'm dropping a few inches and then bouncing back. If I disconnect the third sensor everything is fine.

  • I've connected the third sensor to a USB 2.0 port.
  • I've tried it on an USB 3.0 port, on the motherboard as well as on a separate USB controller board.  
  • The USB board I have is the one Oculus recommends.  
  • The other USB devices I have connected are a keyboard (Corsair RGB), mouse, bluetooth adapter, and the xbox wireless adapter.  
  • I've tried disconnecting all of them, still jumpy.
  • I've checked that drivers are up to date, they are.
  • I've checked that there are no errors in Device Manager nor Oculus > Settings > Devices.  
  • I've "Reset Sensor Tracking" several times as well as "Run Full Setup"
  • I'm on Windows 10.
  • I've restarted my machine.
What else can I try?
26 REPLIES 26

Anonymous
Not applicable
If you have the latest Fresco Logic drivers, try uninstalling them

Anonymous
Not applicable

Lukimator said:

If you have the latest Fresco Logic drivers, try uninstalling them

I had them and uninstalled them. Tried the Rift again and the jumping is still happening.

Docsteel
Protege
Join the club - a lot of folks on here are having similar issues.  That being said, we are hopeful Oculus support will wake up and figure out the primary issues soon... they cannot afford this kind of press.

Things to consider from what I have read: 

- Other sources of IR can interfere, as can reflective surfaces (remember the cameras "see" the IR light emitted from the headset and controllers, so reflections can cause issues

- There is some debate, but having the sensors on the same level might help if you can manage it.

- Is your PC given a clear sign-off from Oculus Home?  I think this is more of an issue than people want to admit and is a contributing factor in some cases.

- Check different games and applications; I know Job Simulator for me is one of the worst, and then other games like Steam's The Lab including Longbow work pretty well.  You might find its not as big an issue with everything which points more in a performance/software range of issues.

Hope this helps, I realize its not much at the moment but some of these things might work.  I and some others feel a lot of the problem lies with the intersecting views of the cameras; where a controller for instance transitions from mainly being seen by one camera to another, there is where the issue is.  My tracking degraded with the third camera and was instantly unusable with a fourth due to the code really not being ready for it (Oculus should have advised people on this IMNSHO before allowing them to make purchases), but they did point out these modes are "experimental" I suppose, so we can't blame them too much.

neocaleric
Protege
Thanks for this post, i've found some really good info in here. 
I finally got and tried my Touch last night. Used the experimental 360 2-sensor setup. From the beginning i noticed my right hand doing small unwanted movements and some kind of jump into position thingy (don't really know how to describe the tracking problems XD).  The left one worked mostly fine but when i was able to reproduce the issue with that hand by turning around so i guess you're right about the problem being the transition between sensors. 
I still managed to have a great time with the controllers and the immersion (even with tracking issues) is now on a whole different level.
I was already thinking about getting a 3rd sensor in hope of that fixing the issue but with this post now i know it could probably get even worse.
What worries me is that there seems to be nothing we can do other than wait for Oculus to improve the software. Tonight i'll try the recommended front-facing setup to check if the problem goes away.

Docsteel
Protege


Thanks for this post, i've found some really good info in here. 
I finally got and tried my Touch last night. Used the experimental 360 2-sensor setup. From the beginning i noticed my right hand doing small unwanted movements and some kind of jump into position thingy (don't really know how to describe the tracking problems XD).  The left one worked mostly fine but when i was able to reproduce the issue with that hand by turning around so i guess you're right about the problem being the transition between sensors. 
I still managed to have a great time with the controllers and the immersion (even with tracking issues) is now on a whole different level.
I was already thinking about getting a 3rd sensor in hope of that fixing the issue but with this post now i know it could probably get even worse.
What worries me is that there seems to be nothing we can do other than wait for Oculus to improve the software. Tonight i'll try the recommended front-facing setup to check if the problem goes away.


Hmmm...  I hope you don't think the 3rd sensor isn't worthwhile, it definitely is.  I tried the two sensor tracking, and it is very limited in terms of the diagonal distance, at least for me.  The third gives me the larger space to work in, but the problem is the transition from turning either left or right and the rear sensor catching it.  I have heard one guy who seemed to get good results with the two front sensors, and the third setup like a triangle instead of the recommended off to one side setup.  

I guess my point is I would definitely go for the third sensor, I don't think it can hurt ultimately, but I would personally wait on the fourth unless you are just fully committed to Oculus and waiting for them to figure out how to get it to work right, it's very unstable from what accounts I have read, it was horrible for me after two tries.  Very disappointing, I hope Oculus gets this straightened out, if they don't there will mass defections to Vive in a few months I think.

neocaleric
Protege
i wouldn't get a 4th sensor since my play area isn't even that big lol. The 3rd one i might someday, but i'd like to get solid tracking with 2 sensors at least on front-facing games, as is recommended.  I also still have time to decide on the 3rd since i can't get one yet anyway.  I hope issues will be solved by then. 😄

Thot
Protege
Jaxzin if your sensors are upside down try to install them on floor or a chair heads up

falken76
Expert Consultant
Damn, I was hoping it would work.  I'm sure they'll figure something out.  I am always afraid when I see a company put the word "Experimental" on any documents.  That usually translates to "This doesn't work the way we hoped it would and we can't figure it out, but we spent all this money so far, so it's now or nothing"

jayhawk
Superstar

Docsteel said:





, I hope Oculus gets this straightened out, if they don't there will mass defections to Vive in a few months I think.


I don't know about that. Most people bought an Oculus for reasons, reasons that I would assume would still override a Vive despite not being able to set up full room scale. If full room scale was your goal, you'd probably already have a Vive.

Oculus Home doesn't have anything that would demand more than 2 sensors. If you want to play games that require full room scale or consistent 360 you're going to be shopping on Steam. I myself have bought nothing off Steam so far, so really my need for more than 2 isn't there even though I have ordered a 3rd, which I'm thinking of cancelling because my 2 sensor set up is working quite well now since I put them back to the front, even playing the Brookhaven demo. Small glitches when turning my back to the sensors but still playable.

Full room scale/consistent 360 would be neat sure, but their is just no demand for it. When killer games need it, then I'll worry about it more.
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