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Fix for Sensor Disconnection Issue

cybereality
Grand Champion
We've just started rolling out a possible fix for the repeated sensor disconnection issue. This is a problem that could cause the sensor to disconnect while idle on certain hardware configurations. Although we had some trouble reproducing the exact problem in our lab, we have a good idea of what the core issue was and believe it may be resolved.

Some customers have already received the update, and everyone else should have it within a few hours. The update should happen automatically, but you'll have to just unplug and replug the sensor to reset its state.

I'd recommend people wait until later this evening to test and see if the fix actually resolves their issue. Either way, please report back so we can understand if the fix was a success. Thanks.
AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
304 REPLIES 304

ozarsenal
Explorer
@cybereality logs attached for usb sensor disconnect issue - ASUS Z170-ar motherboard and onboard Asmedia/Intel usb 3.1/3.0 - tried all the suggested solutions for win 10 home 1607 - still get disconnects - have gone back to flat screen monitor for iracing for now 😞 Really missing seeing the tyres on the apex of the corners...hopefully fixed soon.

Ryder35
Protege
Does look like most people are using Asus MB/ASmedia ports

XMerc
Expert Protege
I've used Fresco ports and have the same issues, it's not just an Asus problem.

Fiege
Expert Protege
I've tried DNA's powersaving plan enforcement fix from the other thread but still get disconnections.
Maybe it has something to do with 3rd party applications. Here is what I did.

1. startet Oculus Home - rock solid
2. started Steam VR - rock solid
3. started Virtual Desktop through Steam VR - rock solid
4. closed Virtual Desktop in VR - closed the application, but Virtual Desktop was still visible
5. took of HMD - disconnect
6. put on HMD - disconnect
7. closed steam VR, steam, Oculus home
8. restated Oculus home
9. put on HMD - disconnect
10. put on HMD - disconnect
11. put on HMD - disconnect
12. Reboot
12. started Oculus home - rock solid

The HMD turned unstable after closing Virtual desktop and could only be fixed through a reboot.
I had this with other steam applications as well.

cybereality
Grand Champion
@ozarsenal Your issue is one of the ones that we did fix, and the solution will be available in the next update later this week. Thanks.
AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV

JohnnyDioxin
Expert Trustee
Well yesterday I was a bit bemused. My disconnects always happen when I'm not using the headset - and are always the sensor.

I put the Rift on and got the notification that it couldn't find the sensor - despite the tracking looking just fine to me. So I unplugged it and plugged it into the Inateck card and was told that "this card is not compatible". Funny, that, because I used to have it plugged in there for a long time, until the last time I was told it was not connected (after the last runtime update).

So I remembered some people said they had used a USB 2 slot, so I stuck it in there, but Home refused it, too.

So - I plugged it back into the original slot it was in and Home said "that'll do nicely, thanks very much"!

I give up!

Oh - I'm on Win7 Home64 SP1

i5 9600k @4.5GHz; 16GB DDR4 3200; 6xSSD; RTX2080ti; Gigabyte Z390D Mobo
Rift CV1; Index; Quest; Quest 2

PIXELATED
Heroic Explorer

Ryder35 said:

Does look like most people are using Asus MB/ASmedia ports


I have Asus Z170 deluxe, Win 10 pro (up to date) and have disabled (unchecked) all ASMedia USB Root Hub power management tabs ie;  un-tick 'allow the computer to turn off this device to save power' in Device manager.
My drivers are: ASMedia Tech inc, 11/04/2016 (UK syntax) Driver version 1.16.35.1

Hope this helps as I've never had any disconnects, ever.

The only prob i ever had was with a defective (hardware error) rift when I received it but eventually it got replaced RMA and all is good now.


Win 10 Pro, GTX 1080, Asus Z170 Deluxe, Nvidia 391.35

baicai18
Honored Guest
I've been having sensor issues since the last couple? updates, but before that my tracking was perfect.  Like everyone else, I've been getting the sensor disconnection messages where it keeps disconnecting and reconnecting, but this only happens after I've left my computer on for a long time (which I always do).  Besides that, the tracking also stutters and is very jumpy, or the display is jumpy, I can't really tell, which makes it pretty much unusable.  Restarting the computer always helps, and then the disconnects stop and tracking is smooth again.

I'm not sure exactly how long it takes before it starts to become unstable, as I haven't had the time to use my rift as much lately, but almost every time I try to use it now I have to first restart my computer.

At first I thought it was some other programs or memory issues, but taskmanger doesn't show any spikes or high cpu/memory differences from a new restart.

Unplugging or trying different ports makes no difference, and neither does force closing and restarting the oculus services.  The only thing that seems to fix my issues is restarting.

All other programs or games, even high intensity ones run fine at the same time as well.

In case specs help, I have a Gigabyte x99-ud5 motherboard, i7-5930k processor, 16gb ram, Nvidia GTX980

DNACowboy
Adventurer


Looking forward to the new software. Hopefully a step in the right direction.



Dedicated power for the rift and sensor should have stayed in the design. Keep USB as a communications connection..


We need an urgent solution from Oculus that includes direct, stable power in the form of a dedicated PSU.
Who is John Galt?

XlordB
Adventurer
its not specifically a power problem.. the previous software run-times worked fine ...  so why would that even translate into a psu problem?? its not.. its clearly a software problem.. yes a usb powered hub like vives etc would be nice.. but.. it wont solve the current problem.. until that is solved.. then. Imo what i think oculus may be doing is this.. they are probably looking at the changes to the run-time from the previous and probably considering rolling back some of them into a new run-time along with fixes for the red tint issue etc.. they are probably spending more time working out the red tint - washed out colour problem to make sure that it is bang on before releasing the run-time. imo this would take a while. but should be here shortly.. "i hope" 😄 

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