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How is your tracking since 1.11 patch?

vanfanel
Heroic Explorer
Posted this on reddit forum but this place may give more accurate results.
52 REPLIES 52

SkScotchegg
Expert Trustee

Mnem0nic said:



After reading this entire thread, what do you guys reckon needs to happen going forward, do we need sensors more like the Vive? for CV2? What do you think Oculus should do in the future to make sensor problems a thing of the past?


Well going forward > HOTFIX the last update 😄  

Further into future I see inside-out tracking & wireless HMDs being the norm, most prob consumer ready in less than 3 years :D,, No sensors needed..   


Yeah that sounds great to me, do away with sensors all together! Inside-out tracking seems like the way to go!

Exciting times ahead! :smile:
UK: England - Leeds - - RTX 2080 - Rift CV1 & Rift S - Make love, not war - See you in the Oasis!

vanfanel
Heroic Explorer
Inside out tracking would solve hmd tracking however I have yet to see a proposed solution for tracking controllers without external sensors/basestations.  

Applecorp
Rising Star
As far as I can tell it's exactly the same as before, which is pretty much what I expected as I didn't really have any problems prior to this.

Still getting some slight drift (mainly on right hand) when in the quadrant without a 4th sensor, as to be expected.

Software ain't gonna fix that, as I have stated before the Touch controllers require 4 sensors to work 100% properly in room scale, in theory.

There are a crazy amount of people with problems though, this is not good at all Oculus you need to sort this shit out, and it's not just Touch controllers but headset issues too. Thankfully I haven't been affected so far.

Flausn
Expert Protege




i had to do the whole setup again today ? now its better with 3 cams then pre patch...im almost happy now. good work oculus.

HiThere_
Superstar
I get 360° tracking with just two sensors, and it didn't get better with the 1.11 patch because it was already doing fine.

For those with more then two sensors, assuming it's a USB3 bandwidth limitation issue, have you tried plugging all the sensors into USB 2, preferably over multiple USB hubs ?

As a hint you can force a USB3 port into USB2 mode by using a USB2 extension cable on it.

In fact I'm using my rear sensor in USB2 mode myself (I didn't bother buying a USB3 extension cable for it).

My two sensors are facing each other in opposite corners of a square VR space, one is at waist height, the other is a bit lower, both are tilted slightly downwards. I used the Guardian setup screen (the part where you draw the Guardian borders) to experiment and achieve the best sensor positions for 360° Touch tracking for my VR space.

If I want to switch to a dual front facing sensors setup I don't move the sensors : I take a step back from the middle of my VR space into one of the two corners that has no sensor in it, reset my view from that corner, and I then have both sensors facing me frontwards (one from the right corner, the other from the left corner).

But typically I only use the dual sensor 360° setup for everything, so I can safely throw my arms around in any direction at any time, without having to worry about hitting anything.

Fazz
Honored Visionary

Cyril said:

My two sensors are facing each other in opposite corners of a square VR space, one is at waist height, the other is a bit lower, both are tilted slightly downwards.


Uh? I think you must be the only person that has your sensors that low. So you have one at waist height and the other lower? Can I ask why you have them at this height? Because from what I've read it suggests to have them at eye level or above.

HiThere_
Superstar


lovethis said:


Cyril said:

My two sensors are facing each other in opposite corners of a square VR space, one is at waist height, the other is a bit lower, both are tilted slightly downwards.


Can I ask why you have them at this height?

Well as I said, I tested the efficiency of various setups using the Guardian boundary setup to test the quality of the 360° Touch tracking, but I also used the handy "DeskScene" sensor utility (which was updated to include dual sensor setups last year), so I could visualize the extent of the sensor's "tracking cones".

These tests included occulting one sensor at a time, because I found that while the horizontal tracking angle was generous (~110°), the vertical tracking angle was not (~70°), so in a small VR space like mine there was a balance to find between the lowest (floor) Touch tracking and the highest (ceiling) Touch tracking : In my case I decided to sacrifice a bit of maximum height tracking to maximize the floor tracking.

And during those tests I found that if I was directly facing a single sensor, the higher that sensor was placed, the more likely my head would end up between that sensor and the hand picking up the object at my feet when I bent forward to pick it up (with my legs blocking out the second sensor behind me).

Meaning if you don't use software where there is something to interact with on the ground, you won't notice that kind shortcoming even with ceiling mounted sensors.

So it's a mix of :
- What kind of tracking you want (or checked for), which itself depends on what software you use : A lot of VR titles just need to track the top half of your body, with nothing to pick off the floor.
- The size of your VR space : The smaller it is, the closer you are to the sensors, and the harder it is for a sensor to track your hands from floor to ceiling (because of their limited vertical tracking angle).

In my case I didn't want room scale but just floor to ceiling 360° tracking, so I stood in the middle of my VR space, held both Touch controllers close together and at the same height as if I was holding a gamepad (which for dual hand tracking is a worst case scenario), and drew circles of various sizes around me, at various heights, until I was satisfied with the efficiency of the "tracking cylinder" I could achieve around me (which was mostly about fine tuning the vertical tilt angle of each sensor, to maximize the extent of the vertical tracking).

Basically there's more then one working solution (including placing one sensor at ceiling level and the other at floor level,except the default sensor stand doesn't tilt up much), and as far as I'm concerned (with my specific floor tracking requirement), mine works out for me 🙂

bigmike20vt
Visionary
My tracking was ok with the last build and seems ok now, so I guess same for me.... this is no bad thing however, I am happy with it.... BUT I would say my sensors seem a lot more stable.  since the update, I would have said I have not had 1 single issue, where as in the last driver I got semi regular usb disconnect/reconnect errors then with the warning that one of my cameras was not tracking properly - sometimes more than one.

however I said "would" have said because last night it did happen to me once, and needed a pc reboot to clear the issue.

this is with my usb devices split across 2 motherboard usb hubs AND the 4 port inateck recommended usb3 card so I would not expect any issues at all with only 2 usb 3 and 1 usb 2 cameras (admittedly using generic MS drives)
Fiat Coupe, gone. 350Z gone. Dirty nappies, no sleep & practical transport incoming. Thank goodness for VR 🙂

Anonymous
Not applicable
After reading about usb issues, i decided to plug one touch to my graphic amplifier with gtx 1080 and the other to my Laptop. I used to plug both to graphichs amplifier + headset ..And will put the 2 sensor to ceiling, will report how it goes

roadczar
Protege
4 sensors better for me.