08-10-2017 07:58 PM
I recently received my 3rd sensor so I could do a proper roomscale setup, and as soon as I hooked it up, I noticed my hands seemed to jump around more frequently than with the 2 sensor setup. I loaded up the performance overlay using Oculus Tray Tools, and sure enough, I was dropping frames every couple of seconds. Removing the third sensor seemed to make the issue better, but it didn't make the frame skipping disappear. With the two sensor setup, I'll get frame stuttering every 15-30 seconds in Oculus home (and every other VR app), even though my performance headroom is hovering around a steady 40-50%. Even with just one sensor, I'm seeing dropped frames in games like Lucky's Tale. I'm guessing the issue was there all along and I just wasn't looking for it until I had issues with the third sensor. I've submitted a support ticket for the issue, but so far nobody has been able to figure out a fix.
I posted about the issue on Reddit, and multiple users confirmed to me that this shouldn't be happening. Using the task manager or process explorer, I don't see anything particularly interesting happening when they stutters happen--my CPU, memory, GPU, hard drive usage doesn't spike to 100% when I see in-game stuttering. Should it be silky smooth all the time, or is a small amount of stuttering like this normal? Here are my specs:
Hardware:
Intel i5 3570k overclocked to 4.4Ghz (also saw the issue without an overclock)
ASRock Z77 Extreme 4 Mobo
8GB DDR3 1600 memory (wondering if maybe I should upgrade to 16GB)
480GB SSD
Gigabyte Nvidia Founder's Edition GTX1070
Inateck 4 Port USB Hub
2 IR sensors connected to various combinations of the Inateck and intel USB ports
Software:
Oculus Home v. 1.17 (the problem also occurred using the 1.16 software)
Nvidia 384.94 drivers
Windows 10 w/latest updates
Inateck 3.8.33709.0 drivers (running with selective USB suspend disable and -fresco registry tweaks enabled in the tray tool.
Latest Intel USB 3.0 Drivers
Short of completely reinstalling Windows--which I'm contemplating--and upgrading to 16GB of memory--which I don't think should do anything considering I'm not maxing out my memory usage in Oculus home anyway--I'm running out of ideas about how to fix this. Poking around reddit, it seems like I'm not the only person who's experiencing this issue, but nobody has suggested a fix that's actually worked for me yet.
08-11-2017 12:38 AM
A shot in the dark, try to make sure that the sensors face eachother. I can see with my own setup that if they cant see eachother, the skipping happens, if i move away from their line of sight, it works great.
I only use two, but they are a bit far from eachother on different hight levels. They are not meant to be placed like i have them, but it works great with full roomscale for me. The sudden lag in tracking is worth it for me for that setup.
It also seems to skip when one sensor take over the others tracking.
Also, try to run the room setup again?
Hope it can give you some more ideas:)
08-11-2017 03:28 AM
08-11-2017 03:40 AM
08-11-2017 07:23 AM
08-11-2017 07:40 AM
08-11-2017 02:03 PM
08-11-2017 04:38 PM
Morgrum said:
Are you useing active usb extension cables or standard?
You need active.
Make sure your third sensor is on 2.0 and your main two and Hmd on 3.0.
A powered USB hub helps also.
08-11-2017 10:17 PM
Morgrum said:
Are you useing active usb extension cables or standard?
You need active.
Make sure your third sensor is on 2.0 and your main two and Hmd on 3.0.
A powered USB hub helps also.
08-12-2017 01:01 PM
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