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Quest 3 Controllers are not aligned in game?

raygon2000
Explorer
  • I’ve noticed that in a lot of games, (banter, bigscreen, pavlov, breachers) the hands don’t line up with where my controllers are pointing, instead they point outwards. This is not an issue with the quests menu ui, they line up fine when im navigating quest menus. It is in game where this appears.
189 REPLIES 189

  • PLEASE NOTE, there is STILL a pointer/15 degrees problem when playing directly through Quest 3 with other purchased games. ONWARD is one example.

“If you play directly through quest 3 (tried demo versions of the games), then there is no such problem”

 this is completely untrue  please remove this from your post . This is the kind of thing that makes them mark the problem solved.

 

This is what everyone is trying to explain. It's not the thumb stick. It's the 3D vector responsible for the forward direction of the controller. The controllers do not point straight ahead in 3D space. I don't know about the quest 2, but this happens with the Quest 3 and Quest Pro controllers. It doesn't matter if I'm using Virtual Desktop Streamer, Airlink, or games on the quest headset itself. This 10 to 15° yaw on the controllers is constant unless the game itself corrected for or. The 3D vectors for rotation data coming from meta's drivers are incorrect. It's probably some ergonomic type relative rotation to make clicking on menu items easier or something but it's being used as the main aiming direction for most games and apps. 

 

50b97cc7686dc397cc9dc3f64b059fba-edited.jpg


@Eoferwic wrote:

I don't know about the quest 2, but this happens with the Quest 3 and Quest Pro controllers.


I haven't heard of the Quest Pro controllers having this too, those are the only ones I don't have.

But the Rift CV1, Rift-S/Quest 1 and Quest 2 touch controllers all have the same orientation relative to their shape (or at least so close its not noticeable).

This would be an extremely easy fix (speaking as someone who has hijacked the runtime and done things like this in the past). However I have a feeling they won't since a bunch of people who have only used the Quest 3 are probably used to the current orientation and would complain if it changed.

 

What would be ideal (but take more effort so they won't do it) is add Pistol Whip style calibration to the OS that applies to all games. So people can choose.

Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3

kojack
MVP
MVP

A little example of Quest 2 vs Quest 3 just for the pointers in the OS.

 

quest2.jpg

 

quest3.jpg

I tried for Rift-S, but the screenshots don't clearly show it. But it's the same as Quest 2, the pointers align with the handles.

 

The Quest 3 meshes align with the passthrough, so they are tracking as intended. It's just the orientation returned by the SDK that's wrong.

Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3

kojack
MVP
MVP

To make it a bit clearer, I made a Unity mixed reality demo and attached a long box to each controller, pointing along the local Z axis of each controller (which most games would use as forwards if they don't have per controller model settings).

quest2 top.jpg

quest3 top.jpg

 

quest2 side.jpg

quest3 side.jpg

quest2 back.jpg

quest3 back.jpg

Looking at the back photos, you can see how the Z axis points along the natural forward of the Quest 2 controller, but way down and to the side on the Quest 3.

 

Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3

Havoc1337
Honored Guest

 

So I've made the side-grade from my Quest 1 to a Quest 3 very recently since I got terrible stick drift on the Quest 1. It's insane to me that nobody at Meta gives this even the most basic attention. Reading the most recent patch notes for v69 with all its asinine changes, and a most basic design issue like listed in this thread, which should have never, ever made it through QA before launch, remains unaddressed for almost a year, truly speaks tomes about Meta as a company. I thankfully enjoy the EU customer protections so I'll be sending my Quest 3 back since this is clearly a manufacturing defect Meta is unwilling to fix.

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Nope, he doesnt need to chat to you in private, or provide you with any more details. Everything you need is in every single quest 3 headset you sell. Literally just pick one up and put it on and you will immediately see.

You can look at the many many photos and videos describing the issue before you start if you think it will be easier.

Once you see it, go find the guys that do the programming and describe it to them, and get them to fix it.

carrot.crisis
Explorer

Just adding my complaint.  I'm having the exact same issue with mine.  It was perfectly fine for the first two weeks of ownership, even after an update.  I started having a lot of issues with Quest Link and when I finally got it to work, my pointer orientation is about 15 degrees off to the outside of each hand.  It is 100% consistent across any game/app with shooting/pointing mechanics and the system UI as well as any PCVR game from the Meta Store or Steam -- except for browser-based games, where it is normal.

I have un-paired and re-paired the controllers, reset their firmware, factory reset the headset, calibrated the sticks, everything.  My Quest 3 is basically unusable as it is, now.  Twisting my wrist that extra 15 degrees is very uncomfortable and strained.

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