02-03-2017 05:23 PM
02-04-2017 08:14 AM
02-04-2017 09:06 AM
YoLolo69 said:
@Alehandoro That's a very good report and I'm sure Support Team will be glad if you get in touch with them showing this.
I know it's not a good solution, but did you try to set the 3 sensors exactly same height, same vertical angles, at least for testing purpose? The rear one don't seems to be same height, and I'm pretty sure the height glitch seems related to the height differences between sensors... I had such problem with my 2 sensors (before the last update) and my sensors had 15cm differences, and it was exactly the height glitch I had (15cm), so setting them exactly same height and angle fixed the problem (even before the last update). Could worst to try...
02-04-2017 10:01 AM
“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
02-04-2017 10:22 AM
Sudden massive improvement this afternoon.
I realised I hadn't re-run full sensor setup so I did that.
I also have one monitor that slightly occludes vision from one camera so made sure that was out of the way.
When I'm not using the headset I keep it out of the tracking area so I made sure it was in the tracking area when I started the PC. The controllers too.
And bingo.
Over 2 hours of pretty good (but not perfect) play. Arizona Sunshine and SportsBar VR through Oculus and Eleven Table Tennis on SteamVR.
Towards the end I was getting a bit of dancing from the right hand but it quickly recovered. No resets, restarts or batteries out and in.
Just as I was losing heart this has come along to remind me that when it works this system is good enough. If I can have 2 hours of pretty much trouble free play then this thing can work.
I just need to be able to recreate the circumstances so that it works that well all the time.
02-04-2017 10:23 AM
YoLolo69 said:
Ok. As said by danybonin, Oculus don't recommend to put the third sensor right behind you at the middle. I know it seems logical, but they have several reasons to not recommend this setup it seems. Did you try behind left or behind right corner? I ordered today my third sensor so I'll be able to do some testing soon...
02-04-2017 10:23 AM
02-04-2017 10:27 AM
cybereality said:
For anyone experiencing issues, please upload your LogGatherer log zip file so we can take a look.
https://forums.oculus.com/community/discussion/33792/how-to-get-logs-for-bug-reports-for-consumer-ri...
Also, feel free to reach out to Oculus Support too so we have a record of your case. Thanks.
https://support.oculus.com/
02-04-2017 10:54 AM
02-04-2017 11:40 AM
“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
02-04-2017 11:47 AM
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...
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