tl;dr: I've had a Quest 2 for almost 3 years. I received my Quest 3 today and was very excited to use it. Controller tracking performance is much worse than the Quest 2, at least in the context of games where you swing your arms as fast as you can. This was not a problem for the Quest 2 (unless controllers were physically damaged, e.g., hitting a wall, dropping them, etc.). Don't buy if you play games like Gorilla Tag!!!
Are there ways to modify the Quest 3's controller tracking such that fast hand movements won't be affected by the prediction-like behavior where the in-game hand moves farther than you swing? When I perform a baseball throwing movement with my hand/arm, the tracking will not keep up and it ends up losing my hand's position for a fraction of a second, causing my in-game hand to be positioned farther away than my hand actually is (this is not an issue with Quest 2 controller tracking).
I primarily use VR for exercise, and I mostly play Gorilla Tag. Gorilla Tag is a game where you play as the upper half of a gorilla, using your arms as your means of locomotion. Basically, you use your arms as if they were your legs, and you can run, climb trees, wall-run, etc. It's an infection-based tagging game where you join a lobby of up to 9 other people, and the game will randomly select a player to be the first tagger. The tagger(s) will continue tagging until everyone in the lobby has been tagged (infection-style), and then a random player will be selected as first tagger; this pattern just continuously repeats.
While the learning curve is pretty steep to play at a high level, there is a growing community of players who are very competitive (approx. 10-20k players based on the communities I participate in - Competitive Gorilla Tag on Discord and Gorilla Tag Competitive on Discord). As a prominent member of this community, people have been seeking my feedback on whether or not the Quest 3 is worth it. While I feel that a majority of the new features are amazing, I have had issues with the controller tracking.
Gorilla Tag is an active game where you're constantly swinging your arms as fast as you can to travel around the map(s) to avoid being tagged. The primary player base for the game is Quest 2 users. Aside from physical damage, most players have not had any problems with controller tracking on the Quest 2, aside from when the controller goes out of the tracking range of the headset (as expected).
However, the Quest 3 controllers lose tracking during medium-fast to fast hand movement (medium-fast: like playing catch with a friend; fast: throwing a baseball as hard as you can). The consequence of this in the context of Gorilla Tag is that your in-game arm extends to the game's max arm length frequently, causing your hand to collide with the wall/tree/ground and launch you away from the surface. This is a big issue for games/activities involving fast-paced hand movement as it's not nearly as reliable as the Quest 2 controller tracking performance.
Solved! Go to Solution.
Hey everyone, I've connected with the team and they are actively investigating tracking issues like you've mentioned. We'll be working to improve performance, especially for competitive players in games like Gorilla Tag, Supernatural, IB Cricket, and Eleven Table Tennis. We expect to roll some of these improvements in the upcoming releases.
On the quest 3 there is a sensor at the bottom of the controller that the headset needs to read in order to track properly. If you’ve got rubber covers on the controllers, you’re blocking that led the headset needs for tracking and that could cause a ton of issues.
Hi @TheAntiSocializer, thanks for acknowledging this post and communicating with the engineering and production team(s)! Sorry for the delayed response😅
As for the information you asked for:
Other (potentially relevant) info:
[Not A Solution] - Just marking this as the solution so that everyone is able to see and answer the questions for the team.
Hey everybody! It looks like the team is wanting some help replicating the issue, so could everyone please answer the following to the best of their ability:
I'll be passing along answers for further review, thanks again!
1. Seated or standing, it happens during high-speed controller movements.
2. Yes, I can replicate it consistently. Imagine throwing a baseball or frisbee, swinging a sword, or punching. All of these motions (when done fast) will cause the controller tracking to perform poorly for <1 second.
3. See the youtube video links for reference (I was doing the motions mentioned in 2. https://youtube.com/shorts/p-8K7mi9skI, https://youtube.com/shorts/Zg6-4ZW6VHs)
4. Controller positions relative to body - ranging from directly in front, to about 45 degrees left/right/above/below. At the start of some of the motions, the controller would be a couple inches from the side or top of the headset.
5. Yes, my standard play area consists of 2 lights on opposite corners of the area (quest 2 controller tracking works fine with this setup). I've also tried with IR floodlights, adding 2 more lights to the remaining corners, and even using a sunlight-simulation light box. The videos I recorded on youtube contain the 4 lights (1 in each corner) as well as the IR light.
6. Yes, I tried in my bedroom as well with multiple lights set up the same as 5. Still the tracking performance is the same.
7. No, I wore a t-shirt.
8. No accessories on the controllers. I hold them the standard way (with thumb hovering on joystick or a/b and x/y buttons).
9. Batteries that came with the Quest 3 (Heybright brand). After switching to standard AA Duracell batteries, the controllers behave the same way.
Thanks for getting this over, I'll be sure to pass the information along! As for the videos, I'm not able to actually see them so I think they're on private? Are you able to double check if they're set to public by any chance?