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"swimming" with position tracking when making large-ish head movements

tresch
Explorer
I've been having this issue with my CV1, and I've posted about it in a couple places, and people seem to think that it's weird. It's pretty frustrating. Fortunately, I don't really get nauseous from this stuff, but friends do, and it also really pulls me out of the situation.

Say I'm playing elite dangerous. If I look from left-hand "target" menu, to might right hand "systems" menu, the position tracking takes about 2-3 seconds to "settle" where the new position of my head is. During that time, it overshoots and corrects, bobbing back and forth in an oscillation that goes back and forth about 3 times, with smaller amplitude each time.

This is 100% reproducible, and happens in other games, too, such as Lucky's Tale. It doesn't take a really vigorous motion, either, just a natural, side-to-side.

My system:
i7-6700k
16GB DDR4
Asus Z170-M Plus motherboard
MSI Gaming GTX 980 TI (non-overclocked)
Brand new Windows 10 install with nothing else installed but Oculus software and VR games. Have latest chipset drivers, graphics drivers, etc. I was actually having this problem also BEFORE i reformatted my whole system. So I know it's nothing to do with anything software-wise on my system.

I didn't have this problem with the DK2 (though, I did have some other slightly different tracking problems with my DK2 here and there)

And yes, I've also tackled my environment for possible IR reflections. I've covered both windows, turned off all the lights, pointed all my monitors away from the camera and the rift, put duct tape over all other LEDs on or near my rig.

Is anyone else having this problem with their Rift?
VRJam game: GravWing Racing! viewtopic.php?f=51&t=3480
16 REPLIES 16

phoenix96x
Protege
I have some of this "swimming" effect regardless of motion. In fact, it's most noticeable if I try to sit absolutely still. It's just a very slight swaying around. It isn't a problem most of the time but it's definitely not rock-solid tracking and I haven't heard other people complain about this so it feels like there must be something off with my setup.

Zoomie
Expert Trustee
Since I don't have my Rift yet, I can't tell you whether this slight movement is normal.  I know my DK2 was pretty rock solid so it would surprise me if the CV1 had worse precision.

It seems like a few people are having issues like this when their USB port isn't receiving the feed correctly from the camera.
Any sufficiently advanced technology is indistinguishable from magic. - Arthur C Clarke

tresch
Explorer
Okay, installed the new card. It's a USB 3.1 card, two ports, even has a supplimentary 4-pin molex power connector.

Didn't affect anything.

It kinda feels like the motion prediction is going a bit overboard or something. So weird. Also, the range on my camera just feels pretty limited. People talk about doing standing experiences, but that means you have to position your camera fairly far away. If the camera is farther than 3-4 feet away from my fact, even just holding still and looking at something on the ground, I get a lot of wobbling and swimming. "hunting" as it were. 
VRJam game: GravWing Racing! viewtopic.php?f=51&t=3480

tresch
Explorer
Just opened a support ticket. We'll see where that goes
VRJam game: GravWing Racing! viewtopic.php?f=51&t=3480

CyberWilhelm
Honored Guest
I also have this, and had it on the DK2 as well. Very interested if you have any luck figuring it out!

This is dumb and shouldn't matter (especially for simple scenes like Home) but I am using an AMD CPU.

Tinindil
Expert Protege
Ok - to me, this sounds a bit like a problem due to the ATW system that's in place to maintain the 90fps.

Now i know you are using a high end GPU, but you are using the rift on what is known to be possibly the most taxing VR game - Elite.

Due to this, you may be suffering some frame rate loss if at the high graphical settings, and with the large fast movement as you have described - so the ATW is kicking in, predicting where your head is going, and over shooting the location, then correcting to give the "swimming" like effect.

Perhaps as a test, lower the GPU settings - does it occur in all titles, or just the higher graphical fidelity ones?

also is only with large sweeping, or fast movements? if you do the movement slower, does it happen less or the same?

Just a few tests for diagnostics - but i hope it helps

Best of luck!

tresch
Explorer
The ATW causes choppiness, but shouldn't cause positional tracking overshoots.

But also, it occurs in everything. I've been testing it mostly just in Oculus Home, because it's easy to get to, and should be the lowest system requirements. It's more exaggerated with large sweeping motions, yes. it feels like the position tracking, potentially the prediction, is overshooting where my head is going, but that shouldn't take a second or two to settle back down.

It's most noticeable, of course, any time there's something close to the screen. I use Elite as an example, because you have those side menus, as well as, well, your SHOULDERS, right next to you. if I turn my head to look at one of my shoulders, when I stop my head, my shoulder sways back and forth a good inch or two, before settling where it should be. I had some tracking problems with my DK2 as well, but never that.
VRJam game: GravWing Racing! viewtopic.php?f=51&t=3480
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