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Oculus 1.11.0.335615 (1.11.0.335772) Issue Tracking Touch and Sensors Jump

AlehandoroVR
Protege
I have 3 constellation, in the previous version everything worked "well", had micro jumps but little more. Now the change is very radical and the jumps are much worse.

https://youtu.be/ULwuvaMkLu8

And in this video you can see how the constellation jumps

https://youtu.be/RgszmbRsIM8

All with the last versión release today: Oculus 1.11.0.335615 (1.11.0.335772)
55 REPLIES 55

ottelo9
Explorer
@Diamondburn
I have same problems like you. In the setup where I should hold the Controller @eye positon (but with 3 sensor setup hold above head) I have extrem problems to get through the procedure. Setup say cant detect controller. I have to change my position and after  +10 tries it works ...

HornyyyHorn
Expert Protege
cant detect controller“ is a common problem. Try it again and again and restart the ovrservice. Somehow it will work. 

hoochyuk
Heroic Explorer
Just skip it once and set position in vr then rerun tracking setup it will work second time

trigenetic
Honored Guest
Only had issues in Dirt rally so far, the image jumps makes it unplayable.  2 sensor setup, one in each corner. Less image distortion in this build but tracking is horrific.  Im sure i will find it in more games soon

AlehandoroVR
Protege

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 floor. It seems that when trying to solve this, in other users has generated the problem that others have solved.

AlehandoroVR
Protege

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 floor. It seems that when trying to solve this, in other users has generated the problem that others have solved.

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