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What is the CV1 headset Usb cable used for?

Fazz
Honored Visionary
What is the CV1 headset Usb cable used for? Is it for audio only YES or NO? Thanks!
11 REPLIES 11

Anonymous
Not applicable
Nope, it's used for power and also data from the touch controllers, audio etc 🙂

Fazz
Honored Visionary
So what is the list of things that the Headsets usb uses? Audi/Powering Headset/ Data for Touch controller, is that it? Doesn't this seem like a lot of thing to use for just one usb cable or is there even more?

cybereality
Grand Champion
Also, tracking for the headset, lol.
AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV

kojack
MVP
MVP
Everything the hmd does other than video, which is on the hdmi.


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

flexy123
Superstar

The Rift has an internal USB 3.0 hub controller, Cypress CYUSB3304, which is divided into a USB 3.0 and USB 2.0 part.

"
For those curious here is the block diagram of the Cypress CYUSB3304 chip.
You can see that the USB 2.0 and 3.0 are completely segregated, so USB
3.0 will not be used unless there was a USB 3.0 device inside the Rift
connected to it
.

"

The USB hub is internally connected to the Rift audio chip CMedia
CM119BN and the ST Microelectronics STM32F072VB ARM Cortex-M0 which is
processing data from the Bosch Sensortec BMI055 6-axis Inertial Sensor
to send to the PC and controlling the constellation LED's.

There is no
need for USB 3.0 for the headset at this time as the data being sent
through the bus is not large.


(The sensors will connect at USB 3.0.)




This is also the reason that this internal controller (and then the USB "Rift" device) is showing up as "USB2.0" hub and connected to USB2.0 in Oculus Home. (Respective in my case this can often jump around. Before the Win 10 Creator's update it was mostly shown as connected to USB3.0, now however it shows as USB2.0 which technically should be correct since the USB3.0 part is indeed not used.

That being said, I THINK that it being connected to an actual, physical USB3.0 port means that it *CAN* possibly draw more power now from a hardware point of view.


Fazz
Honored Visionary
Ah shite, I have mine box up ready to go back. It's going to be a long 12 days without my Rift. Support has determined mine has a fault.

AndrewR
Honored Guest

flexy123 said:

There is no
need for USB 3.0 for the headset at this time as the data being sent
through the bus is not large.



Interesting.  I've been scouring postings to decide whether it's better to put my headset or 3rd sensor on my USB3.1 Connection.   I only have three (USB3.nsensors: 
1x(USB3.1)
2x(USB3.0)
6x(USB2.0)
So, there's no issue with the hub in the headset routing the touch control at USB 2.0?

BoxDroppingManA
Expert Protege
No reason not to try, certainly. When my headset was plugged into 2.0, though, I kept having the sound cut out. If what flexy said is correct, then that would have been a power draw issue instead of a bandwidth issue.

YoLolo69
Trustee
My headset is on an USB 2.0 port of the MoBo from long and never had any problem.

“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

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