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Trigger Sensors are buggy / Overly Sensitive since many months on two Meta Quest 3 Headsets.

Naibaf92
Honored Guest

Heya everyone,

my Girlfriend and i both got a Meta Quest 3 around 8 months ago

somewhere in this time, around 3 months after we bought them there was supposedly a software update that made the trigger Sensors extremly sensitive, like i have my fingers on the trigger but it does a Fingerpoint Gesture all the time, flickering the Fingerpoint on and off all the time and it's extremly hard to even get the Finger to stay on the controller, almost impossible.

 

There are many other people having this problem too:

https://communityforums.atmeta.com/t5/Get-Help/Quest-3-controller-Trigger-sensor-is-very-sensitive-s...

 

^ This topic has not been resolved. There was an answer that did not help at all and the post was closed as resolved, but the problem for anyone in this thread was never fixed and until today me and my girlfriend BOTH still have the same issue on BOTH Headsets and this issue is very likely a Firmware issue, that was never fixed by the Developers.

 

Since i'd like to actually play with my VR Headset without this Gamebreaking issue i come forward today and ask if anyone ever found a way to fix this issues? And yes, the basic answers these help threads receive like unpairing, cleaning, remove cosmetics etc. have all been tried already just as written in the other Threads here. 😞

 

Please let us know a fix, if there already exists one 😞

6 REPLIES 6

MetaQuestSupport
Community Manager
Community Manager

Hello there!

 

We understand that you just want this fixed so that you can play with your headset without any problems and we would be more than happy to look into it to see how we can resolve this. What we would like to do is to continue this conversation via a private message.

 

Please select our name to get to our profile page, or click here. From there, click "Send a Message" to privately message us! Please remember, you must be signed into the community first to send us a private message. We're eager to hear from you! 

If you're the author of a thread, remember to mark a reply as the Accepted Solution to help others find answers!

Valarym
Explorer

Hello Naibaf92 and concerned Meta Quest Support team,

I would first like to tell you that I have also been having this issue since receiving the Meta Quest 3 as a gift from a friend this most recent Christmas. I have been attempting to narrow down what this issue correlates to directly, and I can confirm that the problem is likely not a result of the product hardware itself, provided I have had to go through three replacements shortly after receiving each headset for various reasons. However, the one consistency I have noticed was that each replacement had these interesting jittery / shakey fluctuations, specifically with the grip triggers.

I have spent a very LONG period going back and forth with SteamVR to confirm whether this was an issue correlating to their skeletal data inputs, only to eliminate that possibility with no room for error after having the same issue during standalone gameplay. The issue was not the hardware itself; as previously mentioned, I have had my headset returned on several occasions, in addition to a controller replacement. However, there very clearly is an issue with the smoothing of the grip triggers, as this is not an issue every person seems to have, and I suspect it has something to do with the software files on the computer.

Below, I have attached a YouTube link demonstrating this very problem I have while on the game "VRChat." The video depicts how the grip triggers seem to remain extremely sensitive to the smallest of fluctuations in the input analogs, meanwhile, the forward triggers have no such problem at all. It is worth putting emphasis on the fact that I myself was not shaking my hands in the recording of this video, and I would like to imagine I have very steady grips with these controllers. It is worth noting that, comparatively, this issue is nonexistent on the Meta Quest 2, the hardware I am currently trying to upgrade from.

https://youtu.be/NzTKv1Vwwtg

This whole ordeal has provided a lot of stress on enjoying an immersive VR experience, which has only been doubly so with my current situation regarding OCD. If there is a fix to this problem that I am somehow unaware of, perhaps sharing it to this thread would be most useful. If there is any way I can help in providing support to fix this problem that seems to target a rather small group of us, I would be glad to contribute my aid.

Overall, I do not believe this large of an issue should be present in a supposed upgrade from the legacy Meta Quest 2, and no one should want to return to an older piece of hardware to have a greater experience. I look forward to any replies and support I can receive on this matter, as do the many of us who seem to have this issue.

Best regards,

Hi Valarym,

 

Thanks for bringing this issue to our attention.

 

While our team investigates the root of this problem, could you please confirm if the sensitivity issues are exclusively when using PCVR or does the problem persist during standalone play too?

 

Best wishes,
Meta Quest Support

If you're the author of a thread, remember to mark a reply as the Accepted Solution to help others find answers!

Hello Meta Support,

 

This sensitivity issue persists while playing standalone games. However, given that I only have so many standalone games, I could only replicate this problem in the Batman: Arkham Shadow game, as the issue is best replicated and visible when there are various states of relaxation and depression of the grip triggers.

It is worth noting that while on standalone, the issue seems to be less severe than compared to its PCVR counterpart, where while the jittery fluctuations are persistent, they appear with less room for error. 

Summarized, both PCVR and standalone to demonstrate this issue; however, the conversion over to PCVR is a lot more severe, likely a result of having to also utilize the skeletal hand data feature. It still perplexes me how this issue is non-existent with the Meta Quest 2.

As a final note to make, the issue of failing to grip objects as a result of these fluctuations seems to affect standalone games more than PCVR games, which does not seem to make sense given the information above. This is not to say that this issue makes standalone games absolutely unplayable, however, once again, it does pull the nail from the immersion of being in virtual reality, especially so with the greater fluctuations while playing PCVR games.

Thank you for the swift reply to this ordeal and any future support you can provide in finding a solution to this very frustrating scenario.

 

Best regards,

Valarym

Hi there, thank you for your response, and let us know that the issues also happen during standalone. Please could you help submit this bug report to help bring this issue to our engineering team, who will review the problem for further solutions. You can find the link here

 

To be able to assist you further, we recommend you send us a private message. Please select our name to get to our profile page, or click here. Next, click "Send a Message" to privately message us! Please remember, you must be signed into the community first to send us a private message.

 

We look forward to your reply! 

If you're the author of a thread, remember to mark a reply as the Accepted Solution to help others find answers!

Hi there, we just want to check if you need any further support with this issue and please don't hesitate to contact us when you need any additional assistance. We look forward to your reply! 

If you're the author of a thread, remember to mark a reply as the Accepted Solution to help others find answers!
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