02-03-2017 05:23 PM
02-04-2017 03:12 PM
02-04-2017 03:26 PM
02-04-2017 03:38 PM
02-04-2017 03:47 PM
02-04-2017 04:22 PM
Wildt said:
While id say the tracking has improved, the height growth issue that some have reported, is definitely real. And you apparently need to run a full sensor setup to cure it :unamused:
02-04-2017 04:31 PM
02-04-2017 05:47 PM
02-05-2017 01:08 AM
02-05-2017 02:19 AM
Alehandoro said:
YoLolo69 said:
@Alehandoro It seems computing lose the ground level or height of sensors when you turn, like a cumulate error which made change in high detection. After a short while each time you stopped, it see a problem and fix the height, and so on. Weird...
Did you try turning like this with only your headset (so Touch out of sensors view)? IMO this is linked to the very last step when you are scanned by all sensors and they deduce an height.
If it's a computing mistake, I have the feeling they should add something during the configuration process, like asking the user to walk around the whole play area to be able to create an array of average ground level values using only the headset, and avoid those "height fixes" on the fly...Just came to describe that the problem only occurs with CV1.
The touch has no problem, it is the CV1 when it is detected that a adjustment is made in the height that produces the jump, also dragging the positioning of the touch.
Also, if I unplug the USB from the CV1 and then connect it, for a few seconds everything works fine.
I did not have these problems before, neither the problems of height nor the problems of the soil. It seems that when trying to solve this, in other users has generated the problem that others have solved.
“Dreams feel real while we are in them, it's only when we wake up that we realize something was strange.” - Dom Cobb
"Be careful, if you are killed in real life you die in VR too." - TD_4242
I7 10700K, RTX 4070 TI Super, 64GB DDR4 3200Mhz, Oculus Rift CV1 and Quest 3
02-05-2017 10:11 AM
Another 3 hours of gameplay today and felt compelled to come back and say there's a definite improvement in this update. There's still a regular glitch where the controllers jump away but the important thing is they come back again and I can continue - it catches it and I can carry on without battery reseats, restarts, resetc, which wasn't possible before.
I don't think I'm encountering the height things. I'm not noticing them anyway.
Oculus seem to have dedicated February to getting room scale sorted out - thank you - let's get these last few glitches sorted out and this thing could still be good.